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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.161 by root, Thu Aug 23 15:20:33 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 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);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 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);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 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
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 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);
183 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
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 (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
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
321/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
322 * 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
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 388
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 390 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 391 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 393 set_first_map (pl->ob);
343 394
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 395 return pl;
351} 396}
352 397
353/* 398/*
354 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
357 */ 402 */
358archetype * 403archetype *
359get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
360{ 405{
361 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
362 407
363 for (;;) 408 for (;;)
364 { 409 {
365 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
366 at = first_archetype; 411 i = archetypes.begin ();
367 else 412 else if (*i == at)
368 at = at->next; 413 cleanup ("not a single player archetype found");
414
369 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
370 return at; 416 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 417 }
377} 418}
378
379 419
380object * 420object *
381get_nearest_player (object *mon) 421get_nearest_player (object *mon)
382{ 422{
383 object *op = NULL; 423 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 424 objectlink *ol;
386 unsigned lastdist; 425 unsigned lastdist;
387 rv_vector rv; 426 rv_vector rv;
388 427
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 429 {
391 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop.
395 */
396 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397 {
398 object *tmp = ol->ob;
399
400 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared.
402 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
404 ol = ol->next;
405 remove_friendly_object (tmp);
406 if (!ol)
407 return op;
408 }
409
410 /* Remove special check for player from this. First, it looks to cause
411 * some crashes (ol->ob->contr not set properly?), but secondly, a more
412 * complicated method of state checking would be needed in any case -
413 * as it was, a clever player could type quit, and the function would
414 * skip them over while waiting for confirmation. Remove
415 * on_same_map check, as can_detect_enemy also does this
416 */
417 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
418 continue; 431 continue;
419 432
420 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
421 { 434 {
422 op = ol->ob; 435 op = ol->ob;
423 lastdist = rv.distance; 436 lastdist = rv.distance;
424 } 437 }
425 } 438 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 439
427 { 440 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 441 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
432 { 443 {
433 op = pl->ob; 444 op = pl->ob;
434 lastdist = rv.distance; 445 lastdist = rv.distance;
435 } 446 }
436 } 447
437 }
438#if 0 448#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 450#endif
441 return op; 451 return op;
442} 452}
460 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 472 * is probably not a good thing.
463 */ 473 */
464#define MAX_SPACES 50 474#define MAX_SPACES 50
465
466 475
467/* 476/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 498path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 499{
491 rv_vector rv; 500 rv_vector rv;
492 sint16 x, y; 501 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 502 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 503 maptile *m, *lastmap;
495 504
496 get_rangevector (mon, pl, &rv, 0); 505 get_rangevector (mon, pl, &rv, 0);
497 506
498 if (rv.distance < mindiff) 507 if (rv.distance < mindiff)
499 return 0; 508 return 0;
501 x = mon->x; 510 x = mon->x;
502 y = mon->y; 511 y = mon->y;
503 m = mon->map; 512 m = mon->map;
504 dir = rv.direction; 513 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516
507 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 518 if (diff > max)
509 return 0; 519 return 0;
520
510 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
511 { 522 {
512 lastx = x; 523 lastx = x;
513 lasty = y; 524 lasty = y;
514 lastmap = m; 525 lastmap = m;
596 max--; 607 max--;
597 lastdir = dir; 608 lastdir = dir;
598 if (!firstdir) 609 if (!firstdir)
599 firstdir = dir; 610 firstdir = dir;
600 } 611 }
612
601 if (diff <= 1) 613 if (diff <= 1)
602 { 614 {
603 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 616 * headed toward player for entire distance.
605 */ 617 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 620 }
621
609 if (diff > max) 622 if (diff > max)
610 return 0; 623 return 0;
611 } 624 }
625
612 /* If we reached the max, didn't find a direction in time */ 626 /* If we reached the max, didn't find a direction in time */
613 if (!max) 627 if (!max)
614 return 0; 628 return 0;
615 629
616 return firstdir; 630 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 657 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 658 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 659 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 661 {
648 remove_ob (op); 662 op->destroy ();
649 free_object (op);
650 continue; 663 continue;
651 } 664 }
652 } 665 }
653 666
654 /* This really needs to be better - we should really give 667 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 678 if (tmp->type == op->type && tmp->name == op->name)
666 break; 679 break;
667 680
668 if (tmp) 681 if (tmp)
669 { 682 {
670 remove_ob (op); 683 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 685 continue;
674 } 686 }
687
675 if (op->nrof > 1) 688 if (op->nrof > 1)
676 op->nrof = 1; 689 op->nrof = 1;
677 } 690 }
678 691
679 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 704 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 705 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 706 }
694 if (op->type == SPELL) 707 if (op->type == SPELL)
695 { 708 {
696 remove_ob (op); 709 op->destroy ();
697 free_object (op);
698 continue; 710 continue;
699 } 711 }
700 else if (op->type == SKILL) 712 else if (op->type == SKILL)
701 { 713 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 714 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 723 /* Need to set up the skill pointers */
712 link_player_skills (pl); 724 link_player_skills (pl);
713} 725}
714 726
715void 727void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 728get_party_password (object *op, partylist *party)
800{ 729{
801 if (party == NULL) 730 if (party == NULL)
802 { 731 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 732 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 733 return;
805 } 734 }
735
806 op->contr->write_buf[0] = '\0'; 736 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 740}
811
812 741
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 743static int
815roll_stat (void) 744roll_stat (void)
816{ 745{
817 int a[4], i, j, k; 746 int a[4], i, j, k;
818 747
819 for (i = 0; i < 4; i++) 748 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 749 a[i] = (int) rndm (6) + 1;
821 750
822 for (i = 0, j = 0, k = 7; i < 4; i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 752 if (a[i] < k)
824 k = a[i], j = i; 753 k = a[i], j = i;
825 754
826 for (i = 0, k = 0; i < 4; i++) 755 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 756 if (i != j)
829 k += a[i]; 757 k += a[i];
830 } 758
831 return k; 759 return k;
832} 760}
833 761
834void 762void
835roll_stats (object *op) 763object::roll_stats ()
836{ 764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
837 int sum = 0; 769 int sum = 0;
838 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
840 772
841 do 773 if (sum >= 82 && sum <= 116)
774 break;
842 { 775 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 776
854 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 779
863 /* a quick and dirty bubblesort? */ 780 for (int i = 0; i < NUM_STATS; ++i)
864 do 781 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 782
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 783 stats.exp = 0;
899 op->stats.ac = 0; 784 stats.ac = 0;
900 785
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 786 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
909 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
910} 798}
911 799
912void 800void
913Roll_Again (object *op) 801object::swap_stats (int a, int b)
914{ 802{
915 esrv_new_player (op->contr, 0); 803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 804
920void 805 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 806 stats.stat (i) = contr->orig_stats.stat (i);
807
808 //TODO: the following code looks so borked and should, at the very least,
809 // be merged with the similar code in roll_stats
810 stats.ac = 0;
811
812 level = 1;
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828}
829
830static void
831start_info (object *op)
922{ 832{
923 signed char tmp;
924 char buf[MAX_BUF]; 833 char buf[MAX_BUF];
925 834
926 if (op->contr->Swap_First == -1) 835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 839}
1041 840
1042/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
1046 * not the class. 845 * not the class.
1047 */ 846 */
1048 847void
1049int 848player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 849{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 852
853 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl)
855 create_treasure (tl, ob, 0, 0, 0);
856
1068 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
1070 859
1071 op->contr->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
1072 861
1073 if (op->msg) 862 if (ob->msg)
1074 op->msg = NULL; 863 ob->msg = 0;
1075 864
1076 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1077 * to save here. 866 * to save here.
1078 */ 867 */
868 {
869 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
1081 873
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 874 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 877 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
1090 fix_player (op); 879 ob->update_stats ();
1091 880
1092 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1093 * is one for this race 882 * is one for this race
1094 */ 883 */
1095 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1096 { 885 {
1097 object *tmp; 886 object *tmp;
1098 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1099 888
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1101 tmp = get_object (); 890 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1107 * default initial map */ 896 * default initial map */
1108 free_object (tmp); 897 tmp->destroy ();
1109 } 898 }
1110 else 899 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 901}
1114 return 0;
1115 }
1116 902
903void
904player::chargen_race_next ()
905{
1117 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
1119 */ 908 */
1120 909
1121 tmp_loop = 0; 910 do
1122 while (!tmp_loop)
1123 { 911 {
1124 shstr name = op->name; 912 shstr name = ob->name;
1125 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
1126 914
1127 remove_statbonus (op); 915 ob->remove_statbonus ();
1128 remove_ob (op); 916 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 918 ob->arch->copy_to (ob);
1131 op->instantiate (); 919 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
1134 op->x = x; 922 ob->x = x;
1135 op->y = y; 923 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 927 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 928 }
929 while (!allowed_class (ob));
1142 930
1143 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 933 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 936 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 937}
1205 938
1206void 939void
1207flee_player (object *op) 940flee_player (object *op)
1208{ 941{
1238 { 971 {
1239 op->enemy = NULL; 972 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 974 return;
1242 } 975 }
976
1243 get_rangevector (op, op->enemy, &rv, 0); 977 get_rangevector (op, op->enemy, &rv, 0);
1244 978
1245 dir = absdir (4 + rv.direction); 979 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 980 for (diff = 0; diff < 3; diff++)
1247 { 981 {
1248 int m = 1 - (RANDOM () & 2); 982 int m = 1 - (RANDOM () & 2);
1249 983
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 985 return;
1253 }
1254 } 986 }
987
1255 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 990 op->enemy = NULL;
1258} 991}
1259 992
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 994 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 995 * stop.
1264 */ 996 */
1265int 997int
1266check_pick (object *op) 998check_pick (object *op)
1267{ 999{
1268 object *tmp, *next; 1000 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1001 int stop = 0;
1271 int j, k, wvratio; 1002 int wvratio;
1272 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1273
1274 1004
1275 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1277 return 1; 1007 return 1;
1278 1008
1279 op_tag = op->count;
1280
1281 next = op->below; 1009 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1010
1285 /* loop while there are items on the floor that are not marked as 1011 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1012 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1013 while (next && !next->destroyed ())
1288 { 1014 {
1289 tmp = next; 1015 tmp = next;
1290 next = tmp->below; 1016 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1017
1294 if (was_destroyed (op, op_tag)) 1018 if (op->destroyed ())
1295 return 0; 1019 return 0;
1296 1020
1297 if (!can_pick (op, tmp)) 1021 if (!can_pick (op, tmp))
1298 continue; 1022 continue;
1299 1023
1352 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1079 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1084 }
1085
1389 /* philosophy: 1086 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1087 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1088 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1089 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1090 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1091 * example.
1395 * The drawback: right now it has no frontend, so you need to 1092 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1093 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1094 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1128 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1129 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1130 if (tmp->type == FOOD)
1434 { 1131 {
1435 pick_up (op, tmp); 1132 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1133 continue;
1439 } 1134 }
1135
1440 if (op->contr->mode & PU_DRINK) 1136 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1138 {
1443 pick_up (op, tmp); 1139 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1140 continue;
1447 } 1141 }
1448 1142
1449 if (op->contr->mode & PU_POTION) 1143 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1144 if (tmp->type == POTION)
1451 { 1145 {
1452 pick_up (op, tmp); 1146 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1147 continue;
1456 } 1148 }
1457 1149
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1150 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1151 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1152 if (tmp->type == SPELLBOOK)
1461 { 1153 {
1462 pick_up (op, tmp); 1154 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1155 continue;
1466 } 1156 }
1157
1467 if (op->contr->mode & PU_SKILLSCROLL) 1158 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1159 if (tmp->type == SKILLSCROLL)
1469 { 1160 {
1470 pick_up (op, tmp); 1161 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1162 continue;
1474 } 1163 }
1164
1475 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1477 { 1167 {
1478 pick_up (op, tmp); 1168 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1169 continue;
1482 } 1170 }
1483 1171
1484 /* wands/staves/rods/horns */ 1172 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1175 {
1488 pick_up (op, tmp); 1176 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1177 continue;
1492 } 1178 }
1493 1179
1494 /* pick up all magical items */ 1180 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1181 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1183 {
1498 pick_up (op, tmp); 1184 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1185 continue;
1502 } 1186 }
1503 1187
1504 if (op->contr->mode & PU_VALUABLES) 1188 if (op->contr->mode & PU_VALUABLES)
1505 { 1189 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1190 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1191 {
1508 pick_up (op, tmp); 1192 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1193 continue;
1512 } 1194 }
1513 } 1195 }
1514 1196
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1197 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1198 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1199 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1200 {
1519 pick_up (op, tmp); 1201 pick_up (op, tmp);
1202 continue;
1520 if (0) 1203 }
1521 fprintf (stderr, "JEWELS\n"); 1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1522 continue; 1210 continue;
1523 } 1211 }
1524 1212
1525 /* bows and arrows. Bows are good for selling! */ 1213 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1214 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1215 if (tmp->type == BOW)
1528 { 1216 {
1529 pick_up (op, tmp); 1217 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1218 continue;
1533 } 1219 }
1220
1534 if (op->contr->mode & PU_ARROW) 1221 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1222 if (tmp->type == ARROW)
1536 { 1223 {
1537 pick_up (op, tmp); 1224 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1225 continue;
1541 } 1226 }
1542 1227
1543 /* all kinds of armor etc. */ 1228 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1229 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1230 if (tmp->type == ARMOUR)
1546 { 1231 {
1547 pick_up (op, tmp); 1232 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1233 continue;
1551 } 1234 }
1235
1552 if (op->contr->mode & PU_HELMET) 1236 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1237 if (tmp->type == HELMET)
1554 { 1238 {
1555 pick_up (op, tmp); 1239 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1240 continue;
1559 } 1241 }
1242
1560 if (op->contr->mode & PU_SHIELD) 1243 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1244 if (tmp->type == SHIELD)
1562 { 1245 {
1563 pick_up (op, tmp); 1246 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1247 continue;
1567 } 1248 }
1249
1568 if (op->contr->mode & PU_BOOTS) 1250 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1251 if (tmp->type == BOOTS)
1570 { 1252 {
1571 pick_up (op, tmp); 1253 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1254 continue;
1575 } 1255 }
1256
1576 if (op->contr->mode & PU_GLOVES) 1257 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1258 if (tmp->type == GLOVES)
1578 { 1259 {
1579 pick_up (op, tmp); 1260 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1261 continue;
1583 } 1262 }
1263
1584 if (op->contr->mode & PU_CLOAK) 1264 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1265 if (tmp->type == CLOAK)
1586 { 1266 {
1587 pick_up (op, tmp); 1267 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1268 continue;
1591 } 1269 }
1592 1270
1593 /* hoping to catch throwing daggers here */ 1271 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1272 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1274 {
1597 pick_up (op, tmp); 1275 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1276 continue;
1601 } 1277 }
1602 1278
1603 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1605 { 1281 {
1606 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1607 { 1283 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1610 { 1286 {
1611 pick_up (op, tmp); 1287 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1288 continue;
1615 } 1289 }
1616 } 1290 }
1291
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1293 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1620 { 1295 {
1621 pick_up (op, tmp); 1296 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1297 continue;
1625 } 1298 }
1626 } 1299 }
1627 } 1300 }
1628 1301
1629 /* misc stuff that's useful */ 1302 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1303 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1305 {
1633 pick_up (op, tmp); 1306 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1307 continue;
1637 } 1308 }
1638 1309
1639 /* any of the last 4 bits set means we use the ratio for value 1310 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1311 * pickups */
1653 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1654 { 1325 {
1655 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1656 } 1327 }
1657 else 1328 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1661#endif 1332#endif
1662 continue; 1333 continue;
1663 } 1334 }
1664 } 1335 }
1665 } /* the new pickup model */ 1336 } /* the new pickup model */
1666 } 1337 }
1338
1667 return !stop; 1339 return !stop;
1668} 1340}
1669 1341
1670/* 1342/*
1671 * Find an arrow in the inventory and after that 1343 * Find an arrow in the inventory and after that
1673 * found object is returned. 1345 * found object is returned.
1674 */ 1346 */
1675object * 1347object *
1676find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1677{ 1349{
1678 object *tmp = NULL; 1350 object *tmp = 0;
1679 1351
1680 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1684 return op; 1356 return op;
1357
1685 return tmp; 1358 return tmp;
1686} 1359}
1687 1360
1688/* 1361/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1366 */
1694
1695object * 1367object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1369{
1698 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1732 else 1404 else
1733 { 1405 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1407 {
1736 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1411 {
1740 tmp = arrow; 1412 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1414 }
1743 } 1415 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1417 {
1746 tmp = arrow; 1418 tmp = arrow;
1765 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1438 * op = the shooter
1767 * type = bow->race 1439 * type = bow->race
1768 * dir = fire direction 1440 * dir = fire direction
1769 */ 1441 */
1770
1771object * 1442object *
1772pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1773{ 1444{
1774 object *tmp = NULL; 1445 object *tmp = NULL;
1775 mapstruct *m; 1446 maptile *m;
1776 int i, mflags, found, number; 1447 int i, mflags, found, number;
1777 sint16 x, y; 1448 sint16 x, y;
1778 1449
1779 if (op->map == NULL) 1450 if (op->map == NULL)
1780 return find_arrow (op, type); 1451 return find_arrow (op, type);
1840 */ 1511 */
1841int 1512int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1514{
1844 object *left, *bow; 1515 object *left, *bow;
1845 tag_t left_tag, tag; 1516 int mflags;
1846 int bowspeed, mflags; 1517 maptile *m;
1847 mapstruct *m;
1848 1518
1849 if (!dir) 1519 if (!dir)
1850 { 1520 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1522 return 0;
1853 } 1523 }
1854 if (op->type == PLAYER) 1524
1855 bow = op->contr->ranges[range_bow]; 1525 if (op->contr)
1526 bow = op->current_weapon;
1856 else 1527 else
1857 { 1528 {
1858 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1536 if (!bow)
1866 { 1537 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1539 return 0;
1869 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1870 } 1549 }
1550
1871 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1872 { 1552 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1554 return 0;
1875 } 1555 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1556
1885 if (arrow == NULL) 1557 if (arrow == NULL)
1886 { 1558 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1560 {
1889 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1564 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1894 return 0; 1567 return 0;
1895 } 1568 }
1896 } 1569 }
1570
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1572 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1573 return 0;
1901 } 1574
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1576 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1578 return 0;
1906 } 1579 }
1907 1580
1908 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1582 if (arrow->nrof == 0)
1910 { 1583 {
1911 remove_ob (arrow); 1584 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1585 return 0;
1914 } 1586 }
1915 1587
1916 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1589 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1590 if (!arrow)
1920 { 1591 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1593 return 0;
1923 } 1594 }
1924 set_owner (arrow, op); 1595
1596 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1598 arrow->direction = dir;
1928 arrow->x = sx; 1599
1929 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1632
1931 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1932 { 1634 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1966 } 1642 }
1967 else 1643 else
1968 { 1644 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1645 arrow->level = op->level;
1972 } 1646 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1974 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1652 }
1976 arrow->slaying = bow->slaying;
1977 1653
1978 arrow->map = m; 1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1660
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1983 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1663
1986 if (!was_destroyed (arrow, tag)) 1664 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1665 move_arrow (arrow);
1988 1666
1989 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1990 { 1668 {
1991 if (was_destroyed (left, left_tag)) 1669 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1670 esrv_del_item (op->contr, left->count);
1993 else 1671 else
1994 esrv_send_item (op, left); 1672 esrv_send_item (op, left);
1995 } 1673 }
1674
1996 return 1; 1675 return 1;
1997} 1676}
1998 1677
1999/* Special fire code for players - this takes into 1678/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1679 * account the special fire modes players can have
2008{ 1687{
2009 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
2010 1689
2011 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
2012 { 1691 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1693 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1695 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1697 wcmod = -1;
1698
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1700 }
2021 else if (op->contr->bowtype == bow_threewide) 1701 else if (op->contr->bowtype == bow_threewide)
2022 { 1702 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1708 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1712 }
2034 else 1713 else
2035 { 1714 {
2036 /* Simple case */ 1715 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1717 }
1718
2039 return ret; 1719 return ret;
2040} 1720}
2041
2042 1721
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
2045 */ 1724 */
2046void 1725void
2047fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
2048{ 1727{
2049 object *item; 1728 object *item = op->contr->ranged_ob;
2050 1729
2051 if (!op->contr->ranges[range_misc]) 1730 if (!item)
2052 { 1731 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1733 return;
2055 } 1734 }
2056 1735
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1736 if (!item->inv)
2059 { 1737 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1739 return;
2062 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
2063 if (item->type == WAND) 1745 if (item->type == WAND)
2064 { 1746 {
2065 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
2066 { 1748 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
2069 return; 1752 return;
2070 } 1753 }
2071 } 1754 }
2072 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
2073 { 1756 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1758 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
2077 if (item->type == ROD) 1761 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1763 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765
2081 return; 1766 return;
2082 } 1767 }
2083 } 1768 }
2084 1769
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
2092 object *tmp; 1777 object *tmp;
2093 1778
2094 if (item->arch) 1779 if (item->arch)
2095 { 1780 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
2098 item->speed = 0; 1783 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1784 }
1785
2101 if ((tmp = is_player_inv (item))) 1786 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1788 }
2104 } 1789 }
2105 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1791 drain_rod_charge (item);
2108 }
2109 } 1792 }
2110} 1793}
2111 1794
2112/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
2113 */ 1796 */
2114void 1797bool
2115fire (object *op, int dir) 1798fire (object *op, int dir)
2116{ 1799{
2117 int spellcost = 0; 1800 int spellcost = 0;
2118 1801
2119 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
2121 make_visible (op); 1804 make_visible (op);
2122 1805
2123 switch (op->contr->shoottype) 1806 player *pl = op->contr;
1807
1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
2124 { 1812 }
2125 case range_none:
2126 return;
2127 1813
2128 case range_bow: 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
2129 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
2130 return; 1831 break;
2131 1832
2132 case range_magic: /* Casting spells */ 1833 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1835 break;
2135 1836
2136 case range_misc: 1837 case BUILDER:
1838 apply_map_builder (op, dir);
1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1845 default:
2137 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
2138 return; 1847 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1848 }
2167}
2168 1849
2169 1850 return true;
1851}
2170 1852
2171/* find_key 1853/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1858 * pl is the player,
2177 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
2180 */ 1862 */
2181
2182object * 1863object *
2183find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
2184{ 1865{
2185 object *tmp, *key; 1866 object *tmp, *key;
2186 1867
2187 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1869 if (!container->inv)
2189 return NULL; 1870 return 0;
2190 1871
2191 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1874 {
2194 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1876 break;
2196 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
2198 */ 1879 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1881 break;
2201 } 1882 }
1883
2202 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1885 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1886 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1887 * a key, return
2206 */ 1888 */
2207 if (!tmp) 1889 if (!tmp)
2208 { 1890 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1892 {
2211 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1895 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
2215 return key; 1897 return key;
2216 } 1898 }
2217 } 1899 }
1900
2218 if (!tmp) 1901 if (!tmp)
2219 return NULL; 1902 return NULL;
2220 } 1903 }
1904
2221 /* We get down here if we have found a key. Now if its in a container, 1905 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1906 * see if we actually want to use it
2223 */ 1907 */
2224 if (pl != container) 1908 if (pl != container)
2225 { 1909 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1932 return NULL;
2249 } 1933 }
2250 } 1934 }
1935
2251 return tmp; 1936 return tmp;
2252} 1937}
2253 1938
2254/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1942 * 0 otherwise
2258 */ 1943 */
2259static int 1944static int
2260player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
2261{ 1946{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
2266 */ 1950 */
2267 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
2268 1952
2269 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
2270 if (key) 1954 if (key)
2271 { 1955 {
2272 object *container = key->env; 1956 object *container = key->env;
2273 1957
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
2276 make_visible (op); 1959 make_visible (op);
1960
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
2279 if (door->type == DOOR) 1964 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
2284 { 1967 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1970 }
1971
2288 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2291 if (container != op) 1975 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2293 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
2294 } 1979 }
2295 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2296 { 1981 {
2297 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 1984 return 1;
2300 } 1985 }
1986
2301 return 0; 1987 return 0;
2302} 1988}
2303 1989
2304/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2309 */ 1995 */
2310 1996bool
2311void
2312move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2313{ 1998{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 1999 int on_battleground;
2317 mapstruct *m;
2318 2000
2319 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2321 2003
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2323 2014
2324 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2328 * move to some space, it then means that if we are braced, we should 2019 * move to some space, it then means that if we are braced, we should
2329 * do nothing at all. As it is, if we are braced, we go through 2020 * do nothing at all. As it is, if we are braced, we go through
2330 * quite a bit of processing. However, it probably is less than what 2021 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 2022 * move_ob uses.
2332 */ 2023 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2024 maptile *m = op->map->xy_find (nx, ny);
2334 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343 2025
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2029 * on the space
2355 */ 2030 */
2356 while (tmp != NULL) 2031 object *mon;
2357 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 2033 {
2359 { 2034 if ((mon->flag [FLAG_ALIVE]
2360 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2361 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp; 2037 && mon != op)
2366 break; 2038 break;
2367 } 2039 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 2040
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2042 return false; /* into a wall */
2375 2043
2376 if (mon->head != NULL)
2377 mon = mon->head; 2044 mon = mon->head_ ();
2378 2045
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2381 return; 2051 return true;
2052 }
2382 2053
2383 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 2059 * and thus will not push them.
2389 */ 2060 */
2390 2061
2391 /* If the creature is a pet, push it even if the player is not 2062 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2394 */ 2065 */
2395 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2396#if COZY_SERVER 2067 && ((mon->owner && mon->owner->contr
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2069 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2071 {
2405 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2073 if (op->contr->braced)
2407 return; 2074 return false;
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2409 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2410 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2084 make_visible (op);
2085
2412 return; 2086 return true;
2413 } 2087 }
2088 else
2089 return false;
2090 }
2414 2091
2415 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2095 * attack them either.
2419 */ 2096 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2099 && ((op->contr->peaceful
2423 (op->contr->peaceful 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2101 && !on_battleground))
2425 && mon->contr-> 2102 {
2426 peaceful)) && 2103 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2104 {
2105 --op->speed_left;
2106
2432 if (!op->contr->braced) 2107 if (!op->contr->braced)
2433 { 2108 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2435 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2436 } 2111 }
2437 else 2112 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2114
2441 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2116 make_visible (op);
2443 }
2444 2117
2118 return true;
2119 }
2120 }
2445 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 2122 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2123 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2449 { 2127 {
2128 --op->speed_left;
2129
2450 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2452 make_visible (op); 2132 make_visible (op);
2453 }
2454 2133
2134 return true;
2135 }
2136 }
2455 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2140 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2141 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2142 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2145 {
2465 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit)
2472 { 2147 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2474 2149
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2150 skill_attack (mon, op, 0, 0, 0);
2479 2151
2480 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is
2483 * the wiz.
2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2489 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL);
2491 mon->stats.luck = luck;
2492 }
2493 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2494 make_visible (op); 2153 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2154
2499int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2500move_player (object *op, int dir) 2163move_player (object *op, int dir)
2501{ 2164{
2502 int pick; 2165 int pick;
2503 2166
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2168 return 0;
2506 2169
2507 /* Sanity check: make sure dir is valid */ 2170 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2171 if ((dir < 0) || (dir >= 9))
2509 { 2172 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2174 return 0;
2512 } 2175 }
2513 2176
2514 /* peterm: added following line */ 2177 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2180
2518 op->facing = dir; 2181 op->facing = dir;
2519 2182
2520 if (op->hide) 2183 if (op->hide)
2521 do_hidden_move (op); 2184 do_hidden_move (op);
2522 2185
2186 bool retval;
2187
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2189 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2526 fire (op, dir); 2191 retval = fire (op, dir);
2527 else 2192 else
2528 { 2193 {
2529 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2195 pick = check_pick (op);
2531 } 2196 }
2532 2197
2533 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2199 * server can handle repeat firing.
2535 */ 2200 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2202 op->direction = dir;
2539 }
2540 else 2203 else
2541 {
2542 op->direction = 0; 2204 op->direction = 0;
2543 } 2205
2544 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2208 * for players.
2547 */ 2209 */
2548 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2549 return 0; 2211
2212 return retval;
2550} 2213}
2551 2214
2552/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2216 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2218 * the new speed values for commands.
2556 * 2219 *
2557 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2558 */ 2223 */
2559int 2224bool
2560handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2561{ 2226{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2228 {
2584 flee_player (op); 2229 if (op->speed_left > 0.f)
2585 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2230 {
2588 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2589 return 0; 2234 return true;
2590 } 2235 }
2591 } 2236 else
2592 2237 return false;
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2238 }
2604 2239
2605 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2242 * called, so we recheck it here.
2608 */ 2243 */
2609 HandleClient (&op->contr->socket, op->contr); 2244 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2245 return true;
2612 2246
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2249
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2250 return false;
2629} 2251}
2630 2252
2631int 2253int
2632save_life (object *op) 2254save_life (object *op)
2633{ 2255{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2257 return 0;
2638 2258
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2261 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264
2644 if (op->contr) 2265 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2267
2647 free_object (tmp); 2268 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2269 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270
2649 if (op->stats.hp < 0) 2271 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2272 op->stats.hp = op->stats.maxhp;
2273
2651 if (op->stats.food < 0) 2274 if (op->stats.food < 0)
2652 op->stats.food = 999; 2275 op->stats.food = 999;
2653 fix_player (op); 2276
2277 op->update_stats ();
2654 return 1; 2278 return 1;
2655 } 2279 }
2280
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2283 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2284 return 0;
2660} 2285}
2662/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2663 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2664 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2665 * from. 2290 * from.
2666 */ 2291 */
2667void 2292static void
2668remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2669{ 2294{
2670 object *next;
2671
2672 while (op) 2295 while (op)
2673 { 2296 {
2674 next = op->below; /* Make sure we have a good value, in case 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2298
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2300 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2303
2304 op->insert_at (env);
2685 } 2305 }
2686 else if (op->inv) 2306 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2308
2688 op = next; 2309 op = next;
2689 } 2310 }
2690} 2311}
2691 2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2692 2319
2693/* 2320/*
2694 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2334 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2335 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2337 else
2711 sprintf (buf, "%s\n", &op->name); 2338 sprintf (buf, "%s\n", &op->name);
2339
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2341 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2342 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2344 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2348 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2349 if (op->type == PLAYER)
2721 { 2350 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2353 strcat (buf2, buf);
2725 } 2354 }
2355
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2358 strcat (buf2, buf);
2359
2729 return buf2; 2360 return buf2;
2730} 2361}
2731
2732
2733 2362
2734void 2363void
2735do_some_living (object *op) 2364do_some_living (object *op)
2736{ 2365{
2737 int last_food = op->stats.food; 2366 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2372 int rate_grace = 2000;
2744 const int max_hp = 1; 2373 const int max_hp = 1;
2745 const int max_sp = 1; 2374 const int max_sp = 1;
2746 const int max_grace = 1; 2375 const int max_grace = 1;
2747 2376
2748 if (op->contr->outputs_sync) 2377 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2378 {
2379 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2386 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388 {
2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2394 }
2754 2395
2755 if (op->contr->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2756 { 2397 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2400 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2402 else
2763 { 2403 {
2764 gen_hp = op->stats.maxhp; 2404 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2406 }
2407
2767 if (op->contr->gen_sp >= 0) 2408 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2410 else
2770 { 2411 {
2771 gen_sp = op->stats.maxsp; 2412 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2414 }
2415
2774 if (op->contr->gen_grace >= 0) 2416 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2418 else
2777 { 2419 {
2778 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2422 }
2781 2423
2782 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp)
2787 {
2788 op->stats.sp++;
2789 /* dms do not consume food */
2790 if (!QUERY_FLAG (op, FLAG_WIZ))
2791 {
2792 op->stats.food--;
2793 if (op->contr->digestion < 0)
2794 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food;
2797 }
2798 }
2799 if (max_sp > 1)
2800 {
2801 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0)
2803 {
2804 if (op->stats.sp < op->stats.maxsp)
2805 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--;
2809 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp;
2811 }
2812 op->last_sp = 0;
2813 }
2814 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824
2825 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2828 { 2427 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2428 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2429 op->stats.grace++; /* no penalty in food for regaining grace */
2430
2831 if (max_grace > 1) 2431 if (max_grace > 1)
2832 { 2432 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2434 if (over_grace > 0)
2835 { 2435 {
2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848 } 2448 }
2849 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2850 } 2450 }
2851 2451
2452 if (op->stats.food > 0)
2453 {
2852 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2853 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2854 {
2855 if (op->stats.hp < op->stats.maxhp)
2856 { 2456 {
2857 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2858 /* dms do not consume food */ 2458
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2860 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2861 op->stats.food--; 2466 op->stats.food--;
2467
2862 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2863 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2866 } 2473 }
2867 } 2474
2868 if (max_hp > 1) 2475 if (max_sp > 1)
2869 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0)
2872 { 2476 {
2873 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2874 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2875 } 2495 }
2876 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2877 { 2504 {
2878 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2879 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2880 } 2530 }
2881 else 2531 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 } 2533 }
2885 } 2534 }
2886 2535
2887 /* Digestion */ 2536 /* Digestion */
2888 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2889 { 2538 {
2890#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -op->contr->digestion);
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2541
2897 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2899 else 2543
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2901 /* dms do not consume food */ 2544 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2546 op->stats.food--;
2904 } 2547 }
2905 }
2906 2548
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2549 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2550 {
2909 object *tmp, *flesh = NULL; 2551 object *tmp, *flesh = 0;
2910 2552
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2553 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2554 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2556 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2560 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2561 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2562 break;
2921 } 2563 }
2922 else if (tmp->type == FLESH) 2564 else if (tmp->type == FLESH)
2923 flesh = tmp; 2565 flesh = tmp;
2924 } /* End if paid for object */ 2566 } /* End if paid for object */
2925 } /* end of for loop */ 2567 } /* end of for loop */
2568
2926 /* If player is still starving, it means they don't have any food, so 2569 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2570 * eat flesh instead.
2928 */ 2571 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2573 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2576 }
2577 }
2578
2579 if (op->stats.food < 0)
2933 } 2580 {
2934 } /* end if player is starving */ 2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2935 2584
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 op->stats.food++, op->stats.hp--;
2938
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2940 kill_player (op); 2586 kill_player (op);
2587 }
2941} 2588}
2942
2943
2944 2589
2945/* If the player should die (lack of hp, food, etc), we call this. 2590/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2591 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2592 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2593 * file.
2952{ 2597{
2953 char buf[MAX_BUF]; 2598 char buf[MAX_BUF];
2954 int x, y; 2599 int x, y;
2955 2600
2956 //int i; 2601 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2958 2603
2959 /* int z; 2604 /* int z;
2960 int num_stats_lose; 2605 int num_stats_lose;
2961 int lost_a_stat; 2606 int lost_a_stat;
2962 int lose_this_stat; 2607 int lose_this_stat;
2966 object *tmp; 2611 object *tmp;
2967 2612
2968 if (save_life (op)) 2613 if (save_life (op))
2969 return; 2614 return;
2970 2615
2971
2972 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2973 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2974 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2975 */ 2619 */
2976 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2624
2981 /* restore player */ 2625 /* restore player */
2982 at = archetype::find ("poisoning"); 2626 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2628 {
2986 remove_ob (tmp); 2629 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2631 }
2990 2632
2991 at = archetype::find ("confusion"); 2633 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2634 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2635 {
2995 remove_ob (tmp); 2636 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2638 }
2999 2639
3000 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2643 op->stats.food = 999;
3004 2644
3005 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2647 {
3009 sprintf (buf, "%s's finger", &op->name); 2648 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2649 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2651 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2653 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2656 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2657 }
3020 2658
3021 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2661 op->contr->braced = 0;
3028 2666
3029 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
3030 2668
3031 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
3032 { 2670 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2671 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
3042 } 2673 }
3043 else 2674 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
3053 } 2676
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
3055 2678
3056 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
3057 x = op->x; 2680 x = op->x;
3058 y = op->y; 2681 y = op->y;
3059 map = op->map; 2682 map = op->map;
3060 2683
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2684 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2685 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2686 * See the config.h file for a little more in depth detail about this.
3067 */ 2687 */
3068 2688
3069 /* Basically two ways to go - remove a stat permanently, or just 2689 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2690 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2691 * of death.
3072 */ 2692 */
3073#ifndef COZY_SERVER 2693#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2694 if (settings.balanced_stat_loss)
3075 { 2695 {
3076 /* If stat loss is permanent, lose one stat only. */ 2696 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2697 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2698 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2699 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2700 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2701 little bit harder. */
3082 /* GD */ 2702 /* GD */
3083 if (settings.stat_loss_on_death) 2703 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2704 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2705 else
3089 { 2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707 }
2708 else
3090 num_stats_lose = 1; 2709 num_stats_lose = 1;
3091 } 2710
3092 lost_a_stat = 0; 2711 lost_a_stat = 0;
3093 2712
3094 for (z = 0; z < num_stats_lose; z++) 2713 for (z = 0; z < num_stats_lose; z++)
3095 { 2714 {
3096 i = RANDOM () % NUM_STATS; 2715 i = RANDOM () % NUM_STATS;
3097 2716
3098 if (settings.stat_loss_on_death) 2717 if (settings.stat_loss_on_death)
2718 {
2719 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost.
2721 */
2722 change_attr_value (&(op->stats), i, -1);
2723 check_stat_bounds (&(op->stats));
2724 change_attr_value (&(op->contr->orig_stats), i, -1);
2725 check_stat_bounds (&(op->contr->orig_stats));
2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727 lost_a_stat = 1;
2728 }
2729 else
2730 {
2731 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion");
2733 object *dep;
2734
2735 dep = present_arch_in_ob (deparch, op);
2736 if (!dep)
3099 { 2737 {
3100 /* Pick a random stat and take a point off it. Tell the player 2738 dep = arch_to_object (deparch);
3101 * what he lost. 2739 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2740 }
3110 else 2741 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss)
3111 { 2743 {
3112 /* deplete a stat */ 2744 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2745 /* Get the stat that we're about to deplete. */
3114 object *dep; 2746 this_stat = get_attr_value (&(dep->stats), i);
3115 2747 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2748 {
3119 dep = arch_to_object (deparch); 2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2750 int keep_chance = this_stat * this_stat;
3121 } 2751
3122 lose_this_stat = 1; 2752 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2753 if (keep_chance < 1)
2754 keep_chance = 1;
2755
2756 /* There is a maximum depletion total per level. */
2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2758 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2759 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2760 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2761 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2762 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2763 else
3164 if (this_stat >= -50)
3165 { 2764 {
3166 change_attr_value (&(dep->stats), i, -1); 2765 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2766 lose_this_stat = 0;
2767 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768 this_stat, keep_chance, loss_chance,
2769 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2770 }
3172 } 2771 }
3173 } 2772 }
2773
2774 if (lose_this_stat)
2775 {
2776 this_stat = get_attr_value (&(dep->stats), i);
2777 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a
2781 * difference.
2782 */
2783 if (this_stat >= -50)
2784 {
2785 change_attr_value (&(dep->stats), i, -1);
2786 SET_FLAG (dep, FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats ();
2789 lost_a_stat = 1;
2790 }
3174 } 2791 }
2792 }
2793 }
3175 /* If no stat lost, tell the player. */ 2794 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2795 if (!lost_a_stat)
3177 { 2796 {
3178 /* determine_god() seems to not work sometimes... why is this? 2797 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2798 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2799 const char *god = determine_god (op);
3181 2800
3182 if (god && (strcmp (god, "none"))) 2801 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2803 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2805 }
2806#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2808#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2809
3190 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2811 * exp loss on the stone.
3192 */ 2812 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2814 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2815 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2816 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2817 tmp->name_pl = buf;
3198 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); 2818 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);
3199 tmp->msg = buf; 2819 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2820 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2821 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2822
3203 /**************************************/ 2823 /**************************************/
3204 /* */ 2824 /* */
3205 /* Subtract the experience points, */ 2825 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2826 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2827 /* food, and reset HP's... */
3208 /* */ 2828 /* */
3209
3210 /**************************************/ 2829 /**************************************/
3211 2830
3212 /* remove any poisoning and confusion the character may be suffering. */ 2831 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2832 /* restore player */
3214 at = archetype::find ("poisoning"); 2833 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2834 tmp = present_arch_in_ob (at, op);
2835
3216 if (tmp) 2836 if (tmp)
3217 { 2837 {
3218 remove_ob (tmp); 2838 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2840 }
3222 2841
3223 at = archetype::find ("confusion"); 2842 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2843 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2844 if (tmp)
3226 { 2845 {
3227 remove_ob (tmp); 2846 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2848 }
2849
3231 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0); /* remove any disease */
3232 2851
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
3236 op->stats.food = 900; 2855 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2859
3241 /* 2860 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2861 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2862 * and put them back in the map.
3244 * in the map. 2863 */
3245 */ 2864 op->drop_unpaid_items ();
3246 2865
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op);
3249
3250 /****************************************/ 2866 /****************************************/
3251 /* */ 2867 /* */
3252 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3254 /* */ 2870 /* */
3255
3256 /****************************************/ 2871 /****************************************/
3257 2872
3258 enter_player_savebed (op); 2873 enter_player_savebed (op);
3259 2874
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2875 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2876
3266 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2880 * on the space that might harm the player.
3270 */ 2881 */
3271 will_kill_again = 0; 2882 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2883 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2884 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2885 will_kill_again |= tmp->attacktype;
3276 } 2886
3277 if (will_kill_again) 2887 if (will_kill_again)
3278 { 2888 {
3279 object *force; 2889 object *force;
3280 int at; 2890 int at;
3281 2891
3282 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2894 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2899 force->resist[at] = 100;
3291 } 2900
3292 insert_ob_in_ob (force, op); 2901 insert_ob_in_ob (force, op);
3293 fix_player (op); 2902 op->update_stats ();
3294 2903
3295 } 2904 }
3296 2905
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2907}
3366
3367 2908
3368void 2909void
3369loot_object (object *op) 2910loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
3372 2913
3373 if (op->container) 2914 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2915
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
3379 { 2917 {
3380 next = tmp->below; 2918 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2919
2920 if (tmp->invisible)
3382 continue; 2921 continue;
3383 remove_ob (tmp); 2922
2923 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
3385 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2928
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2930 {
3391 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
3392 { 2932 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2934 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2935 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2936 }
3397 else 2937 else
3398 free_object (tmp); 2938 tmp->destroy ();
3399 } 2939 }
3400 else 2940 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2941 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2942 }
3403} 2943}
3405/* 2945/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2948 * was changed.
3409 */ 2949 */
3410
3411void 2950void
3412fix_weight (void) 2951fix_weight (void)
3413{ 2952{
3414 player *pl; 2953 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2954 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2956
3420 if (old == sum) 2957 if (old == sum)
3421 continue; 2958 continue;
3422 fix_player (pl->ob); 2959 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2961 }
3425} 2962}
3426 2963
3427void 2964void
3428fix_luck (void) 2965fix_luck (void)
3429{ 2966{
3430 player *pl; 2967 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3435} 2970}
3436
3437 2971
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3441 */ 2975 */
3442
3443void 2976void
3444cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3445{ 2978{
3446 object *skop, *spob; 2979 object *skop, *spob;
3447 2980
3468 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3002 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3003
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3005
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3007}
3477 3008
3478void 3009void
3479make_visible (object *op) 3010make_visible (object *op)
3480{ 3011{
3483 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3484 { 3015 {
3485 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3487 } 3018 }
3019
3488 update_object (op, UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3489} 3021}
3490 3022
3491int 3023int
3492is_true_undead (object *op) 3024is_true_undead (object *op)
3493{ 3025{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3497 return 1; 3027 return 1;
3498 3028
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3029 return 0;
3505} 3030}
3506 3031
3507/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3079 */
3555
3556void 3080void
3557do_hidden_move (object *op) 3081do_hidden_move (object *op)
3558{ 3082{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560 object *skop; 3084 object *skop;
3564 3088
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3090
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3091 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3092 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3093 if (!skop || num >= skop->level)
3571 { 3094 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3095 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3096 make_visible (op);
3574 return; 3097 return;
3575 } 3098 }
3576 else 3099 else
3577 num += 20; 3100 num += 20;
3578 } 3101
3579 num += op->map->difficulty; 3102 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3103 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3104 num -= hide;
3105
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3107 {
3584 make_visible (op); 3108 make_visible (op);
3585 if (op->type == PLAYER) 3109 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3111 }
3588 else if (op->type == PLAYER && skop) 3112 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3114}
3593 3115
3594/* determine if who is standing near a hostile creature. */ 3116/* determine if who is standing near a hostile creature. */
3595 3117
3596int 3118int
3597stand_near_hostile (object *who) 3119stand_near_hostile (object *who)
3598{ 3120{
3599 object *tmp = NULL; 3121 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3122 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3123 maptile *m;
3602 sint16 x, y; 3124 sint16 x, y;
3603 3125
3604 if (!who) 3126 if (!who)
3605 return 0; 3127 return 0;
3606 3128
3623 if (mflags & P_OUT_OF_MAP) 3145 if (mflags & P_OUT_OF_MAP)
3624 continue; 3146 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3147 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3148 continue;
3627 3149
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3150 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3151 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3152 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3153 return 1;
3632 else if (tmp->type == PLAYER) 3154 else if (tmp->type == PLAYER)
3633 { 3155 {
3663 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3664 { 3186 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3188 return -1;
3667 } 3189 }
3190
3668 if (!pl || !op) 3191 if (!pl || !op)
3669 return 0; 3192 return 0;
3670 3193
3671 if (op->head)
3672 {
3673 op = op->head; 3194 op = op->head_ ();
3674 } 3195
3675 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3676 3197
3677 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3199 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3200 * part that is in the los array but isnt on
3680 * a blocked los square. 3201 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3682 */ 3203 */
3683 while (op) 3204 while (op)
3684 { 3205 {
3685 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3687 3208
3688 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3211 * for any meaningful values.
3691 */ 3212 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3213 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3214 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3216 return 1;
3696 op = op->more; 3217 op = op->more;
3697 } 3218 }
3698 return 0; 3219 return 0;
3699} 3220}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3318 int i = 0, j = 0;
3798 3319
3799 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3322 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3324 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3326 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3328 trlist = treasurelist::find ("dragon_ability_poison");
3808 3329
3809 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3810 return; 3331 return;
3811 3332
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3334
3814 if (tr == NULL || tr->item == NULL) 3335 if (!tr || !tr->item)
3815 { 3336 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3338 return;
3818 } 3339 }
3819 3340
3820 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3342 item = tr->item;
3822 3343
3823 if (item->type == SPELL) 3344 if (item->type == SPELL)
3824 { 3345 {
3825 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3826 return; 3347 return;
3885 { 3406 {
3886 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3408 object *skin;
3888 3409
3889 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3412 ;
3413
3891 if (skin == NULL) 3414 if (!skin)
3892 return; 3415 return;
3893 3416
3894 /* adding new spellpath attunements */ 3417 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3419 {
3941 * not readied. 3464 * not readied.
3942 */ 3465 */
3943void 3466void
3944player_unready_range_ob (player *pl, object *ob) 3467player_unready_range_ob (player *pl, object *ob)
3945{ 3468{
3946 rangetype i; 3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3947 3471
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3472 if (pl->combat_ob == ob)
3949 { 3473 pl->combat_ob = 0;
3474
3950 if (pl->ranges[i] == ob) 3475 if (pl->ranged_ob == ob)
3951 { 3476 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3477}
3478
3479sint8
3480player::visibility_at (maptile *map, int x, int y) const
3481{
3482 if (!ns)
3483 return 0;
3484
3485 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0;
3488
3489 x += dx - ns->current_x + ns->mapx / 2;
3490 y += dy - ns->current_y + ns->mapy / 2;
3491
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y];
3496}

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