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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.151 by root, Sat Jun 16 00:12:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 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 */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
319/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
321 * mode. 381 * mode.
322 */ 382 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 383player *
384player::create ()
385{
386 player *pl = new player;
328 387
329 p = get_player (NULL); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 389
333 if (p->socket.faces_sent == NULL) 390 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
335 393
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 394 set_first_map (pl->ob);
344 395
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 396 return pl;
353} 397}
354 398
355/* 399/*
356 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
359 */ 403 */
360archetype * 404archetype *
361get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
362{ 406{
363 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
364 408
365 for (;;) 409 for (;;)
366 { 410 {
367 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
368 at = first_archetype; 412 i = archetypes.begin ();
369 else 413 else if (*i == at)
370 at = at->next; 414 cleanup ("not a single player archetype found");
415
371 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
372 return at; 417 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 418 }
379} 419}
380
381 420
382object * 421object *
383get_nearest_player (object *mon) 422get_nearest_player (object *mon)
384{ 423{
385 object *op = NULL; 424 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 425 objectlink *ol;
388 unsigned lastdist; 426 unsigned lastdist;
389 rv_vector rv; 427 rv_vector rv;
390 428
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 430 {
393 /* We should not find free objects on this friendly list, but it 431 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 432 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 433 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 434 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 438 object *tmp = ol->ob;
401 439
402 /* Can't do much more other than log the fact, because the object 440 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 441 * itself will have been cleared.
404 */ 442 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
406 ol = ol->next; 445 ol = ol->next;
407 remove_friendly_object (tmp); 446 remove_friendly_object (tmp);
408 if (!ol) 447 if (!ol)
409 return op; 448 return op;
410 } 449 }
423 { 462 {
424 op = ol->ob; 463 op = ol->ob;
425 lastdist = rv.distance; 464 lastdist = rv.distance;
426 } 465 }
427 } 466 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 467
429 { 468 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 469 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 470 if (lastdist > rv.distance)
434 { 471 {
435 op = pl->ob; 472 op = pl->ob;
436 lastdist = rv.distance; 473 lastdist = rv.distance;
437 } 474 }
438 } 475
439 }
440#if 0 476#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 477 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 478#endif
443 return op; 479 return op;
444} 480}
462 * circling behaviour. Unfortunately, this function is also used to determined 498 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 499 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 500 * is probably not a good thing.
465 */ 501 */
466#define MAX_SPACES 50 502#define MAX_SPACES 50
467
468 503
469/* 504/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 505 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 506 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 507 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 538 x = mon->x;
504 y = mon->y; 539 y = mon->y;
505 m = mon->map; 540 m = mon->map;
506 dir = rv.direction; 541 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 542 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 543 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544
509 /* If we can't solve it within the search distance, return now. */ 545 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 546 if (diff > max)
511 return 0; 547 return 0;
548
512 while (diff > 1 && max > 0) 549 while (diff > 1 && max > 0)
513 { 550 {
514 lastx = x; 551 lastx = x;
515 lasty = y; 552 lasty = y;
516 lastmap = m; 553 lastmap = m;
598 max--; 635 max--;
599 lastdir = dir; 636 lastdir = dir;
600 if (!firstdir) 637 if (!firstdir)
601 firstdir = dir; 638 firstdir = dir;
602 } 639 }
640
603 if (diff <= 1) 641 if (diff <= 1)
604 { 642 {
605 /* Recalculate diff (distance) because we may not have actually 643 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 644 * headed toward player for entire distance.
607 */ 645 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 646 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 647 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 648 }
649
611 if (diff > max) 650 if (diff > max)
612 return 0; 651 return 0;
613 } 652 }
653
614 /* If we reached the max, didn't find a direction in time */ 654 /* If we reached the max, didn't find a direction in time */
615 if (!max) 655 if (!max)
616 return 0; 656 return 0;
617 657
618 return firstdir; 658 return firstdir;
711 /* Need to set up the skill pointers */ 751 /* Need to set up the skill pointers */
712 link_player_skills (pl); 752 link_player_skills (pl);
713} 753}
714 754
715void 755void
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 op->remove ();
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->destroy (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) 756get_party_password (object *op, partylist *party)
800{ 757{
801 if (party == NULL) 758 if (party == NULL)
802 { 759 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 760 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 761 return;
805 } 762 }
763
806 op->contr->write_buf[0] = '\0'; 764 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 765 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 766 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 767 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 768}
811
812 769
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 770/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 771static int
815roll_stat (void) 772roll_stat (void)
816{ 773{
817 int a[4], i, j, k; 774 int a[4], i, j, k;
818 775
819 for (i = 0; i < 4; i++) 776 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 777 a[i] = (int) rndm (6) + 1;
821 778
822 for (i = 0, j = 0, k = 7; i < 4; i++) 779 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 780 if (a[i] < k)
824 k = a[i], j = i; 781 k = a[i], j = i;
825 782
826 for (i = 0, k = 0; i < 4; i++) 783 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 784 if (i != j)
829 k += a[i]; 785 k += a[i];
830 } 786
831 return k; 787 return k;
832} 788}
833 789
834void 790void
835roll_stats (object *op) 791object::roll_stats ()
836{ 792{
793 int statsort [NUM_STATS];
794
795 for (;;)
796 {
837 int sum = 0; 797 int sum = 0;
838 int i = 0, j = 0; 798 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 799 sum += statsort [i] = roll_stat ();
840 800
841 do 801 if (sum >= 82 && sum <= 116)
802 break;
842 { 803 }
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);
853 804
854 /* Sort the stats so that rerolling is easier... */ 805 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 806 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;
862 807
863 /* a quick and dirty bubblesort? */ 808 for (int i = 0; i < NUM_STATS; ++i)
864 do 809 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);
879 810
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; 811 stats.exp = 0;
899 op->stats.ac = 0; 812 stats.ac = 0;
900 813
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; 814 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 815 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
909 op->contr->orig_stats = op->stats; 824 contr->orig_stats = stats;
825 }
910} 826}
911 827
912void 828void
913Roll_Again (object *op) 829object::swap_stats (int a, int b)
914{ 830{
915 esrv_new_player (op->contr, 0); 831 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}
919 832
920void 833 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 834 stats.stat (i) = contr->orig_stats.stat (i);
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
922{ 860{
923 signed char tmp;
924 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
925 862
926 if (op->contr->Swap_First == -1) 863 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); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 865 //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); 866 //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} 867}
1041 868
1042/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1046 * not the class. 873 * not the class.
1047 */ 874 */
1048 875void
1049int 876player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 877{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
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 */ 878 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 879 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 880
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 881 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 882 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 883 create_treasure (tl, ob, 0, 0, 0);
1070 884
1071 INVOKE_PLAYER (BIRTH, op->contr); 885 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 886 INVOKE_PLAYER (LOGIN, ob->contr);
1073 887
1074 op->contr->state = ST_PLAYING; 888 ob->contr->ns->state = ST_PLAYING;
1075 889
1076 if (op->msg) 890 if (ob->msg)
1077 op->msg = NULL; 891 ob->msg = 0;
1078 892
1079 /* We create this now because some of the unique maps will need it 893 /* We create this now because some of the unique maps will need it
1080 * to save here. 894 * to save here.
1081 */ 895 */
896 {
897 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 899 make_path_to_file (buf);
900 }
1084 901
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 902 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 903 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 904 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 905 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 906 esrv_send_inventory (ob, ob);
1093 fix_player (op); 907 ob->update_stats ();
1094 908
1095 /* This moves the player to a different start map, if there 909 /* This moves the player to a different start map, if there
1096 * is one for this race 910 * is one for this race
1097 */ 911 */
1098 if (*first_map_ext_path) 912 if (*first_map_ext_path)
1099 { 913 {
1100 object *tmp; 914 object *tmp;
1101 char mapname[MAX_BUF]; 915 char mapname[MAX_BUF];
1102 916
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = object::create (); 918 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 919 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 920 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 921 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 923 * if the map isn't there, then stay on the
1110 * default initial map */ 924 * default initial map */
1111 tmp->destroy (); 925 tmp->destroy ();
1112 } 926 }
1113 else 927 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 928 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 929}
1117 return 0;
1118 }
1119 930
931void
932player::chargen_race_next ()
933{
1120 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1122 */ 936 */
1123 937
1124 tmp_loop = 0; 938 do
1125 while (!tmp_loop)
1126 { 939 {
1127 shstr name = op->name; 940 shstr name = ob->name;
1128 int x = op->x, y = op->y; 941 int x = ob->x, y = ob->y;
1129 942
1130 remove_statbonus (op); 943 ob->remove_statbonus ();
1131 op->remove (); 944 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 945 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 946 ob->arch->copy_to (ob);
1134 op->instantiate (); 947 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 948 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 949 ob->name = ob->name_pl = name;
1137 op->x = x; 950 ob->x = x;
1138 op->y = y; 951 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 952 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 953 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 954 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 955 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 956 }
957 while (!allowed_class (ob));
1145 958
1146 update_object (op, UP_OBJ_FACE); 959 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 960 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 961 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 962 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 963 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 964 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 965}
1208 966
1209void 967void
1210flee_player (object *op) 968flee_player (object *op)
1211{ 969{
1241 { 999 {
1242 op->enemy = NULL; 1000 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1001 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1002 return;
1245 } 1003 }
1004
1246 get_rangevector (op, op->enemy, &rv, 0); 1005 get_rangevector (op, op->enemy, &rv, 0);
1247 1006
1248 dir = absdir (4 + rv.direction); 1007 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1008 for (diff = 0; diff < 3; diff++)
1250 { 1009 {
1251 int m = 1 - (RANDOM () & 2); 1010 int m = 1 - (RANDOM () & 2);
1252 1011
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1012 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1013 return;
1256 }
1257 } 1014 }
1015
1258 /* Cornered, get rid of scared */ 1016 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1018 op->enemy = NULL;
1261} 1019}
1262 1020
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1021/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1022 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1023 * stop.
1267 */ 1024 */
1268int 1025int
1269check_pick (object *op) 1026check_pick (object *op)
1270{ 1027{
1271 object *tmp, *next; 1028 object *tmp, *next;
1272 int stop = 0; 1029 int stop = 0;
1273 int j, k, wvratio; 1030 int wvratio;
1274 char putstring[128], tmpstr[16]; 1031 char putstring[128];
1275 1032
1276 /* if you're flying, you cna't pick up anything */ 1033 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1034 if (op->move_type & MOVE_FLYING)
1278 return 1; 1035 return 1;
1279 1036
1347 if (tmp->name != NULL) 1104 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1105 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1107 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1111 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1112 }
1113
1384 /* philosophy: 1114 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1115 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1116 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1117 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1118 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1119 * example.
1390 * The drawback: right now it has no frontend, so you need to 1120 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1121 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1122 * convert to decimal and then 'pickup <#>
1577 /* careful: chairs and tables are weapons! */ 1307 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1308 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1309 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1310 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1311 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1314 {
1585 pick_up (op, tmp); 1315 pick_up (op, tmp);
1586 continue; 1316 continue;
1587 } 1317 }
1588 } 1318 }
1589 1319
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1320 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1321 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1323 {
1594 pick_up (op, tmp); 1324 pick_up (op, tmp);
1595 continue; 1325 continue;
1596 } 1326 }
1597 } 1327 }
1622 if (tmp->name != NULL) 1352 if (tmp->name != NULL)
1623 { 1353 {
1624 fprintf (stderr, "%s", tmp->name); 1354 fprintf (stderr, "%s", tmp->name);
1625 } 1355 }
1626 else 1356 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1357 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1358 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1359 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1360#endif
1631 continue; 1361 continue;
1632 } 1362 }
1643 * found object is returned. 1373 * found object is returned.
1644 */ 1374 */
1645object * 1375object *
1646find_arrow (object *op, const char *type) 1376find_arrow (object *op, const char *type)
1647{ 1377{
1648 object *tmp = NULL; 1378 object *tmp = 0;
1649 1379
1650 for (op = op->inv; op; op = op->below) 1380 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1382 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1383 else if (op->type == ARROW && op->race == type)
1654 return op; 1384 return op;
1385
1655 return tmp; 1386 return tmp;
1656} 1387}
1657 1388
1658/* 1389/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1390 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1391 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1392 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1393 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1394 */
1664
1665object * 1395object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1396find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1397{
1668 object *tmp = NULL, *arrow, *ntmp; 1398 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1399 int attacknum, attacktype, betterby = 0, i;
1702 else 1432 else
1703 { 1433 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1434 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1435 {
1706 attacktype = 1 << attacknum; 1436 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1437 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1438 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1439 {
1710 tmp = arrow; 1440 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1442 }
1713 } 1443 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1445 {
1716 tmp = arrow; 1446 tmp = arrow;
1735 * find_better_arrow to find a decent arrow to use. 1465 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1466 * op = the shooter
1737 * type = bow->race 1467 * type = bow->race
1738 * dir = fire direction 1468 * dir = fire direction
1739 */ 1469 */
1740
1741object * 1470object *
1742pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1743{ 1472{
1744 object *tmp = NULL; 1473 object *tmp = NULL;
1745 maptile *m; 1474 maptile *m;
1810 */ 1539 */
1811int 1540int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1542{
1814 object *left, *bow; 1543 object *left, *bow;
1815 int bowspeed, mflags; 1544 int mflags;
1816 maptile *m; 1545 maptile *m;
1817 1546
1818 if (!dir) 1547 if (!dir)
1819 { 1548 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1550 return 0;
1822 } 1551 }
1823 if (op->type == PLAYER) 1552
1824 bow = op->contr->ranges[range_bow]; 1553 if (op->contr)
1554 bow = op->current_weapon;
1825 else 1555 else
1826 { 1556 {
1827 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1564 if (!bow)
1835 { 1565 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1567 return 0;
1838 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1839 } 1577 }
1578
1840 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1841 { 1580 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1582 return 0;
1844 } 1583 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1584
1854 if (arrow == NULL) 1585 if (arrow == NULL)
1855 { 1586 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1588 {
1858 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1592 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1863 return 0; 1595 return 0;
1864 } 1596 }
1865 } 1597 }
1598
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1601 return 0;
1870 } 1602
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1604 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1606 return 0;
1875 } 1607 }
1881 return 0; 1613 return 0;
1882 } 1614 }
1883 1615
1884 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1618 if (!arrow)
1887 { 1619 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1621 return 0;
1890 } 1622 }
1623
1891 arrow->set_owner (op); 1624 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1626 arrow->direction = dir;
1895 arrow->x = sx; 1627
1896 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635#if 0
1636 if (player *pl = op->contr)
1637 {
1638 float speed = pl->weapon_sp;
1639
1640 /* penalize ROF for bestarrow */
1641 if (pl->bowtype == bow_bestarrow)
1642 speed *= .9f;
1643 else
1644 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645
1646 op->speed_left += speed - op->speed;
1647 }
1648#endif
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.f;
1655
1656 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0;
1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1660
1898 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1899 { 1662 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op);
1902 }
1903
1904 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying);
1910
1911 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper.
1913 */
1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1917 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920
1921 if (arrow->speed < 1.0)
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0;
1925
1926 if (op->type == PLAYER)
1927 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931
1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1933 } 1670 }
1934 else 1671 else
1935 { 1672 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1673 arrow->level = op->level;
1938 } 1674 arrow->stats.wc -= bow->magic;
1939 1675
1940 if (arrow->attacktype == AT_PHYSICAL) 1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1941 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1942 1681
1943 if (bow->slaying != NULL) 1682 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1684
1946 arrow->map = m; 1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1688
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1952 1691
1953 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1693 move_arrow (arrow);
1955 1694
1956 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1976{ 1715{
1977 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
1978 1717
1979 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
1980 { 1719 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1721 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1723 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1725 wcmod = -1;
1726
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1728 }
1989 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
1990 { 1730 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1736 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1740 }
2002 else 1741 else
2003 { 1742 {
2004 /* Simple case */ 1743 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1745 }
1746
2007 return ret; 1747 return ret;
2008} 1748}
2009
2010 1749
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1750/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1751 * Broken apart from 'fire' to keep it more readable.
2013 */ 1752 */
2014void 1753void
2015fire_misc_object (object *op, int dir) 1754fire_misc_object (object *op, int dir)
2016{ 1755{
2017 object *item; 1756 object *item = op->contr->ranged_ob;
2018 1757
2019 if (!op->contr->ranges[range_misc]) 1758 if (!item)
2020 { 1759 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1760 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1761 return;
2023 } 1762 }
2024 1763
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1764 if (!item->inv)
2027 { 1765 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1766 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1767 return;
2030 } 1768 }
1769
1770 if (!op->change_weapon (item))
1771 return;
1772
2031 if (item->type == WAND) 1773 if (item->type == WAND)
2032 { 1774 {
2033 if (item->stats.food <= 0) 1775 if (item->stats.food <= 0)
2034 { 1776 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779
2037 return; 1780 return;
2038 } 1781 }
2039 } 1782 }
2040 else if (item->type == ROD || item->type == HORN) 1783 else if (item->type == ROD || item->type == HORN)
2041 { 1784 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1786 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788
2045 if (item->type == ROD) 1789 if (item->type == ROD)
2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1791 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793
2049 return; 1794 return;
2050 } 1795 }
2051 } 1796 }
2052 1797
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1798 if (cast_spell (op, item, dir, item->inv, NULL))
2060 object *tmp; 1805 object *tmp;
2061 1806
2062 if (item->arch) 1807 if (item->arch)
2063 { 1808 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1810 item->face = item->arch->face;
2066 item->speed = 0; 1811 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1812 }
1813
2069 if ((tmp = is_player_inv (item))) 1814 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1816 }
2072 } 1817 }
2073 else if (item->type == ROD || item->type == HORN) 1818 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1819 drain_rod_charge (item);
2076 }
2077 } 1820 }
2078} 1821}
2079 1822
2080/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
2081 */ 1824 */
2082void 1825bool
2083fire (object *op, int dir) 1826fire (object *op, int dir)
2084{ 1827{
2085 int spellcost = 0; 1828 int spellcost = 0;
2086 1829
2087 /* check for loss of invisiblity/hide */ 1830 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1831 if (action_makes_visible (op))
2089 make_visible (op); 1832 make_visible (op);
2090 1833
2091 switch (op->contr->shoottype) 1834 player *pl = op->contr;
1835
1836 if (pl->golem)
1837 {
1838 control_golem (op->contr->golem, dir);
1839 return false;
2092 { 1840 }
2093 case range_none:
2094 return;
2095 1841
2096 case range_bow: 1842 object *ob = pl->ranged_ob;
1843
1844 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f)
1851 --op->speed_left;
1852 else
1853 return false;
1854
1855 switch (ob->type)
1856 {
1857 case BOW:
2097 player_fire_bow (op, dir); 1858 player_fire_bow (op, dir);
2098 return; 1859 break;
2099 1860
2100 case range_magic: /* Casting spells */ 1861 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1862 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1863 break;
2103 1864
2104 case range_misc: 1865 case BUILDER:
1866 apply_map_builder (op, dir);
1867 break;
1868
1869 case SKILL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
2105 fire_misc_object (op, dir); 1874 fire_misc_object (op, dir);
2106 return; 1875 break;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return;
2133 } 1876 }
2134}
2135 1877
2136 1878 return true;
1879}
2137 1880
2138/* find_key 1881/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1886 * pl is the player,
2144 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2147 */ 1890 */
2148
2149object * 1891object *
2150find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2151{ 1893{
2152 object *tmp, *key; 1894 object *tmp, *key;
2153 1895
2154 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1897 if (!container->inv)
2156 return NULL; 1898 return 0;
2157 1899
2158 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1902 {
2161 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1904 break;
2163 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2165 */ 1907 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1909 break;
2168 } 1910 }
1911
2169 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1915 * a key, return
2173 */ 1916 */
2174 if (!tmp) 1917 if (!tmp)
2175 { 1918 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1920 {
2178 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1923 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2182 return key; 1925 return key;
2183 } 1926 }
2184 } 1927 }
1928
2185 if (!tmp) 1929 if (!tmp)
2186 return NULL; 1930 return NULL;
2187 } 1931 }
1932
2188 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1934 * see if we actually want to use it
2190 */ 1935 */
2191 if (pl != container) 1936 if (pl != container)
2192 { 1937 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1960 return NULL;
2216 } 1961 }
2217 } 1962 }
1963
2218 return tmp; 1964 return tmp;
2219} 1965}
2220 1966
2221/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1970 * 0 otherwise
2225 */ 1971 */
2226static int 1972static int
2227player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2228{ 1974{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2233 */ 1978 */
2234 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2235 1980
2236 /* IF we found a key, do some extra work */ 1981 /* If we found a key, do some extra work */
2237 if (key) 1982 if (key)
2238 { 1983 {
2239 object *container = key->env; 1984 object *container = key->env;
2240 1985
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2242 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2243 make_visible (op); 1989 make_visible (op);
1990
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2246 if (door->type == DOOR) 1994 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2251 { 1997 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2254 } 2000 }
2001
2255 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2258 if (container != op) 2005 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2260 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2261 } 2009 }
2262 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2263 { 2011 {
2264 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2014 return 1;
2267 } 2015 }
2016
2268 return 0; 2017 return 0;
2269} 2018}
2270 2019
2271/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2276 */ 2025 */
2277 2026bool
2278void
2279move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2280{ 2028{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2029 int on_battleground;
2284 maptile *m;
2285 2030
2286 nx = freearr_x[dir] + op->x; 2031 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2032 sint16 ny = freearr_y[dir] + op->y;
2288 2033
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny))
2037 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2290 2044
2291 /* If braced, or can't move to the square, and it is not out of the 2045 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2046 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2047 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2048 * player. This is a pretty nasty hack, because if we could
2295 * move to some space, it then means that if we are braced, we should 2049 * move to some space, it then means that if we are braced, we should
2296 * do nothing at all. As it is, if we are braced, we go through 2050 * do nothing at all. As it is, if we are braced, we go through
2297 * quite a bit of processing. However, it probably is less than what 2051 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 2052 * move_ob uses.
2299 */ 2053 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2054 maptile *m = op->map->xy_find (nx, ny);
2301 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2304 m = get_map_from_coord (op->map, &nx, &ny);
2305 if (!m)
2306 return; /* Don't think this should happen */
2307 }
2308 else
2309 m = op->map;
2310 2055
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return;
2315 }
2316
2317 mon = NULL;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2056 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2057 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2058 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2059 * on the space
2322 */ 2060 */
2323 while (tmp != NULL) 2061 object *mon;
2324 { 2062 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2063 {
2326 { 2064 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2065 || mon->type == LOCKED_DOOR
2328 continue; 2066 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2067 && mon != op)
2334 break; 2068 break;
2335 } 2069 }
2336 2070
2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2338 mon = tmp;
2339
2340 tmp = tmp->above;
2341 }
2342
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2072 return false; /* into a wall */
2345 2073
2346 if (mon->head != NULL)
2347 mon = mon->head; 2074 mon = mon->head_ ();
2348 2075
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2076 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077 if (op->contr->weapon_sp_left > 0.f)
2350 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2079 {
2080 --op->contr->weapon_sp_left;
2351 return; 2081 return true;
2082 }
2352 2083
2353 /* The following deals with possibly attacking peaceful 2084 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2085 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2086 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2087 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2088 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2089 * and thus will not push them.
2359 */ 2090 */
2360 2091
2361 /* If the creature is a pet, push it even if the player is not 2092 /* If the creature is a pet, push it even if the player is not
2362 * peaceful. Our assumption is the creature is a pet if the 2093 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2364 */ 2095 */
2365 if ((op->type == PLAYER) 2096 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2097 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2098 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2099 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2101 {
2375 /* If we're braced, we don't want to switch places with it */ 2102 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2103 if (op->contr->braced)
2377 return; 2104 return false;
2105
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2109
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2112
2380 if (op->contr->tmp_invis || op->hide) 2113 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2114 make_visible (op);
2115
2382 return; 2116 return true;
2383 } 2117 }
2118 else
2119 return false;
2120 }
2384 2121
2385 /* in certain circumstances, you shouldn't attack friendly 2122 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2123 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2124 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2125 * attack them either.
2389 */ 2126 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2127 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2128 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2129 && ((op->contr->peaceful
2393 (op->contr->peaceful 2130 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2131 && !on_battleground))
2395 && mon->contr-> 2132 {
2396 peaceful)) && 2133 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2134 {
2135 --op->speed_left;
2136
2402 if (!op->contr->braced) 2137 if (!op->contr->braced)
2403 { 2138 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2406 } 2141 }
2407 else 2142 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2144
2411 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2146 make_visible (op);
2413 }
2414 2147
2148 return true;
2149 }
2150 }
2415 /* If the object is a boulder or other rollable object, then 2151 /* If the object is a boulder or other rollable object, then
2416 * roll it if not braced. You can't roll it if you are braced. 2152 * roll it if not braced. You can't roll it if you are braced.
2417 */ 2153 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155 {
2156 if (op->speed_left > 0.f)
2419 { 2157 {
2158 --op->speed_left;
2159
2420 recursive_roll (mon, dir, op); 2160 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2161 if (action_makes_visible (op))
2422 make_visible (op); 2162 make_visible (op);
2423 }
2424 2163
2164 return true;
2165 }
2166 }
2425 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2168 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2169 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2170 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2171 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2172 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2175 {
2435 2176 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2436 /* If the player hasn't hit something this tick, and does
2437 * so, give them speed boost based on weapon speed. Doing
2438 * it here is better than process_players2, which basically
2439 * incurred a 1 tick offset.
2440 */
2441 if (!op->contr->has_hit)
2442 { 2177 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2178 --op->contr->weapon_sp_left;
2444 2179
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 }
2447
2448 skill_attack (mon, op, 0, NULL, NULL); 2180 skill_attack (mon, op, 0, 0, 0);
2449 2181
2450 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is
2453 * the wiz.
2454 */
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 {
2457 short luck = mon->stats.luck;
2458
2459 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL);
2461 mon->stats.luck = luck;
2462 }
2463 if (action_makes_visible (op)) 2182 if (action_makes_visible (op))
2464 make_visible (op); 2183 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2184
2469int 2185 return true;
2186 }
2187 }
2188
2189 return false;
2190}
2191
2192bool
2470move_player (object *op, int dir) 2193move_player (object *op, int dir)
2471{ 2194{
2472 int pick; 2195 int pick;
2473 2196
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2198 return 0;
2476 2199
2477 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2479 { 2202 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2204 return 0;
2482 } 2205 }
2483 2206
2484 /* peterm: added following line */ 2207 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2210
2488 op->facing = dir; 2211 op->facing = dir;
2489 2212
2490 if (op->hide) 2213 if (op->hide)
2491 do_hidden_move (op); 2214 do_hidden_move (op);
2492 2215
2216 bool retval;
2217
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2219 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2220 else if (op->contr->fire_on)
2496 fire (op, dir); 2221 retval = fire (op, dir);
2497 else 2222 else
2498 { 2223 {
2499 move_player_attack (op, dir); 2224 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2225 pick = check_pick (op);
2501 } 2226 }
2502 2227
2503 /* Add special check for newcs players and fire on - this way, the 2228 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2229 * server can handle repeat firing.
2505 */ 2230 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2231 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2232 op->direction = dir;
2509 }
2510 else 2233 else
2511 {
2512 op->direction = 0; 2234 op->direction = 0;
2513 } 2235
2514 /* Update how the player looks. Use the facing, so direction may 2236 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2237 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2238 * for players.
2517 */ 2239 */
2518 animate_object (op, op->facing); 2240 animate_object (op, op->facing);
2519 return 0; 2241
2242 return retval;
2520} 2243}
2521 2244
2522/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2246 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2248 * the new speed values for commands.
2526 * 2249 *
2527 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do. Should not do
2251 * many actions in a row, as that would be too unfair to other
2252 * players.
2528 */ 2253 */
2529int 2254bool
2530handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2531{ 2256{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2258 {
2554 flee_player (op); 2259 if (op->speed_left > 0.f)
2555 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2260 {
2558 op->speed_left--; 2261 --op->speed_left;
2262 flee_player (op);
2263
2559 return 0; 2264 return true;
2560 } 2265 }
2266 else
2267 return false;
2561 } 2268 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2269
2571 /* call this here - we also will call this in do_ericserver, but 2270 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2271 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2272 * called, so we recheck it here.
2574 */ 2273 */
2575 HandleClient (&op->contr->socket, op->contr); 2274 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2275 return true;
2578 2276
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2583
2584 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff.
2587 */
2588 move_player (op, op->direction); 2278 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2279
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2280 return false;
2595} 2281}
2596 2282
2597int 2283int
2598save_life (object *op) 2284save_life (object *op)
2599{ 2285{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2286 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2287 return 0;
2604 2288
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2289 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2290 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2291 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2292 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2293 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2294
2618 op->stats.hp = op->stats.maxhp; 2302 op->stats.hp = op->stats.maxhp;
2619 2303
2620 if (op->stats.food < 0) 2304 if (op->stats.food < 0)
2621 op->stats.food = 999; 2305 op->stats.food = 999;
2622 2306
2623 fix_player (op); 2307 op->update_stats ();
2624 return 1; 2308 return 1;
2625 } 2309 }
2310
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2311 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2313 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2314 return 0;
2630} 2315}
2635 * from. 2320 * from.
2636 */ 2321 */
2637void 2322void
2638remove_unpaid_objects (object *op, object *env) 2323remove_unpaid_objects (object *op, object *env)
2639{ 2324{
2640 object *next;
2641
2642 while (op) 2325 while (op)
2643 { 2326 {
2644 next = op->below; /* Make sure we have a good value, in case 2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2328
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2330 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2331 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2332 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2333
2334 op->insert_at (env);
2655 } 2335 }
2656 else if (op->inv) 2336 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2337 remove_unpaid_objects (op->inv, env);
2338
2658 op = next; 2339 op = next;
2659 } 2340 }
2660} 2341}
2661
2662 2342
2663/* 2343/*
2664 * Returns pointer a static string containing gravestone text 2344 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2345 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2346 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2357 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2358 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2359 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2360 else
2681 sprintf (buf, "%s\n", &op->name); 2361 sprintf (buf, "%s\n", &op->name);
2362
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2364 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2367 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2371 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2691 { 2373 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2376 strcat (buf2, buf);
2695 } 2377 }
2378
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2379 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2381 strcat (buf2, buf);
2382
2699 return buf2; 2383 return buf2;
2700} 2384}
2701
2702
2703 2385
2704void 2386void
2705do_some_living (object *op) 2387do_some_living (object *op)
2706{ 2388{
2707 int last_food = op->stats.food; 2389 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2395 int rate_grace = 2000;
2714 const int max_hp = 1; 2396 const int max_hp = 1;
2715 const int max_sp = 1; 2397 const int max_sp = 1;
2716 const int max_grace = 1; 2398 const int max_grace = 1;
2717 2399
2718 if (op->contr->outputs_sync) 2400 if (op->contr->hidden)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2401 {
2402 op->invisible = 1000;
2403 /* the socket code flashes the player visible/invisible
2404 * depending on the value of invisible, so we need to
2405 * alternate it here for it to work correctly.
2406 */
2407 if (pticks & 2)
2408 op->invisible--;
2409 }
2410 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2411 {
2412 if (!op->invisible--)
2413 {
2414 make_visible (op);
2415 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2416 }
2417 }
2724 2418
2725 if (op->contr->state == ST_PLAYING) 2419 if (op->contr->ns->state == ST_PLAYING)
2726 { 2420 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2421 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2422 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2423 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2424 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2425 else
2733 { 2426 {
2734 gen_hp = op->stats.maxhp; 2427 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2428 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2429 }
2430
2737 if (op->contr->gen_sp >= 0) 2431 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2432 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2433 else
2740 { 2434 {
2741 gen_sp = op->stats.maxsp; 2435 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2436 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2437 }
2438
2744 if (op->contr->gen_grace >= 0) 2439 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2440 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2441 else
2747 { 2442 {
2748 gen_grace = op->stats.maxgrace; 2443 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2445 }
2751 2446
2752 /* Regenerate Spell Points */ 2447 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2448 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2449 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2450 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756 if (op->stats.sp < op->stats.maxsp) 2451 if (op->stats.sp < op->stats.maxsp)
2757 { 2452 {
2758 op->stats.sp++; 2453 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2459 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2461 op->stats.food = last_food;
2767 } 2462 }
2768 } 2463 }
2464
2769 if (max_sp > 1) 2465 if (max_sp > 1)
2770 { 2466 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2467 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2468 if (over_sp > 0)
2773 { 2469 {
2774 if (op->stats.sp < op->stats.maxsp) 2470 if (op->stats.sp < op->stats.maxsp)
2775 { 2471 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2475 op->stats.sp--;
2476
2779 if (op->stats.sp > op->stats.maxsp) 2477 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2478 op->stats.sp = op->stats.maxsp;
2781 } 2479 }
2782 op->last_sp = 0; 2480 op->last_sp = 0;
2783 } 2481 }
2784 else 2482 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2483 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2484 }
2789 else 2485 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2487 }
2794 2488
2795 /* Regenerate Grace */ 2489 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2490 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2491 if (--op->last_grace < 0)
2798 { 2492 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2493 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2494 op->stats.grace++; /* no penalty in food for regaining grace */
2495
2801 if (max_grace > 1) 2496 if (max_grace > 1)
2802 { 2497 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2498 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2499 if (over_grace > 0)
2805 { 2500 {
2833 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2530 op->stats.food = last_food;
2836 } 2531 }
2837 } 2532 }
2533
2838 if (max_hp > 1) 2534 if (max_hp > 1)
2839 { 2535 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2537 if (over_hp > 0)
2842 { 2538 {
2855 } 2551 }
2856 2552
2857 /* Digestion */ 2553 /* Digestion */
2858 if (--op->last_eat < 0) 2554 if (--op->last_eat < 0)
2859 { 2555 {
2860#ifdef COZY_SERVER
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2863#else
2864 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2557
2867 if (op->contr->gen_hp > 0) 2558 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2560 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562
2871 /* dms do not consume food */ 2563 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2565 op->stats.food--;
2874 } 2566 }
2875 }
2876 2567
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2568 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2569 {
2879 object *tmp, *flesh = NULL; 2570 object *tmp, *flesh = 0;
2880 2571
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2572 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2573 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2574 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2575 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2579 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2580 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2581 break;
2891 } 2582 }
2892 else if (tmp->type == FLESH) 2583 else if (tmp->type == FLESH)
2893 flesh = tmp; 2584 flesh = tmp;
2894 } /* End if paid for object */ 2585 } /* End if paid for object */
2895 } /* end of for loop */ 2586 } /* end of for loop */
2587
2896 /* If player is still starving, it means they don't have any food, so 2588 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2589 * eat flesh instead.
2898 */ 2590 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2592 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2594 manual_apply (op, flesh, 0);
2903 } 2595 }
2904 } /* end if player is starving */ 2596 }
2905 2597
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2598 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2599 op->stats.food++, op->stats.hp--;
2908 2600
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2602 kill_player (op);
2603 }
2911} 2604}
2912
2913
2914 2605
2915/* If the player should die (lack of hp, food, etc), we call this. 2606/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2607 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2608 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2609 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2641
2951 /* restore player */ 2642 /* restore player */
2952 at = archetype::find ("poisoning"); 2643 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2644 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2645 {
2956 tmp->destroy (); 2646 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2648 }
2959 2649
2960 at = archetype::find ("confusion"); 2650 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2651 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2652 {
2964 tmp->destroy (); 2653 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2655 }
2967 2656
2969 op->stats.hp = op->stats.maxhp; 2658 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2659 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2660 op->stats.food = 999;
2972 2661
2973 /* create a bodypart-trophy to make the winner happy */ 2662 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2663 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2664 {
2977 sprintf (buf, "%s's finger", &op->name); 2665 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2666 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2667 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2668 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2670 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2671 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2672 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2673 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2674 }
2988 2675
2989 /* teleport defeated player to new destination */ 2676 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2677 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2678 op->contr->braced = 0;
2996 2683
2997 command_kill_pets (op, 0); 2684 command_kill_pets (op, 0);
2998 2685
2999 if (op->stats.food < 0) 2686 if (op->stats.food < 0)
3000 { 2687 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2688 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2689 strcpy (op->contr->killer, "starvation");
3010 } 2690 }
3011 else 2691 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2692 sprintf (buf, "%s died.", &op->name);
3021 } 2693
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2695
3024 /* save the map location for corpse, gravestone */ 2696 /* save the map location for corpse, gravestone */
3025 x = op->x; 2697 x = op->x;
3026 y = op->y; 2698 y = op->y;
3027 map = op->map; 2699 map = op->map;
3028 2700
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2701 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2702 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2703 * See the config.h file for a little more in depth detail about this.
3035 */ 2704 */
3036 2705
3037 /* Basically two ways to go - remove a stat permanently, or just 2706 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2707 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2708 * of death.
3040 */ 2709 */
3041#ifndef COZY_SERVER 2710#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2711 if (settings.balanced_stat_loss)
3043 { 2712 {
3044 /* If stat loss is permanent, lose one stat only. */ 2713 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2714 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2715 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2716 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2717 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2718 little bit harder. */
3050 /* GD */ 2719 /* GD */
3051 if (settings.stat_loss_on_death) 2720 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2721 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2722 else
3057 { 2723 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2724 }
2725 else
3058 num_stats_lose = 1; 2726 num_stats_lose = 1;
3059 } 2727
3060 lost_a_stat = 0; 2728 lost_a_stat = 0;
3061 2729
3062 for (z = 0; z < num_stats_lose; z++) 2730 for (z = 0; z < num_stats_lose; z++)
3063 { 2731 {
3064 i = RANDOM () % NUM_STATS; 2732 i = RANDOM () % NUM_STATS;
3065 2733
3066 if (settings.stat_loss_on_death) 2734 if (settings.stat_loss_on_death)
2735 {
2736 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost.
2738 */
2739 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds (&(op->stats));
2741 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1;
2745 }
2746 else
2747 {
2748 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion");
2750 object *dep;
2751
2752 dep = present_arch_in_ob (deparch, op);
2753 if (!dep)
3067 { 2754 {
3068 /* Pick a random stat and take a point off it. Tell the player 2755 dep = arch_to_object (deparch);
3069 * what he lost. 2756 insert_ob_in_ob (dep, op);
3070 */
3071 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1;
3077 } 2757 }
3078 else 2758 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss)
3079 { 2760 {
3080 /* deplete a stat */ 2761 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2762 /* Get the stat that we're about to deplete. */
3082 object *dep; 2763 this_stat = get_attr_value (&(dep->stats), i);
3083 2764 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2765 {
3087 dep = arch_to_object (deparch); 2766 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2767 int keep_chance = this_stat * this_stat;
3089 } 2768
3090 lose_this_stat = 1; 2769 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2770 if (keep_chance < 1)
2771 keep_chance = 1;
2772
2773 /* There is a maximum depletion total per level. */
2774 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2775 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2776 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2777 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2778 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2779 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2780 else
3132 if (this_stat >= -50)
3133 { 2781 {
3134 change_attr_value (&(dep->stats), i, -1); 2782 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2783 lose_this_stat = 0;
2784 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2785 this_stat, keep_chance, loss_chance,
2786 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2787 }
3140 } 2788 }
3141 } 2789 }
2790
2791 if (lose_this_stat)
2792 {
2793 this_stat = get_attr_value (&(dep->stats), i);
2794 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low
2797 * and should be roughly the same, so it shouldn't make a
2798 * difference.
2799 */
2800 if (this_stat >= -50)
2801 {
2802 change_attr_value (&(dep->stats), i, -1);
2803 SET_FLAG (dep, FLAG_APPLIED);
2804 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2805 op->update_stats ();
2806 lost_a_stat = 1;
2807 }
3142 } 2808 }
2809 }
2810 }
3143 /* If no stat lost, tell the player. */ 2811 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2812 if (!lost_a_stat)
3145 { 2813 {
3146 /* determine_god() seems to not work sometimes... why is this? 2814 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2815 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2816 const char *god = determine_god (op);
3149 2817
3150 if (god && (strcmp (god, "none"))) 2818 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2819 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2820 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2821 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2822 }
3155#else 2823#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2825#endif
3158 2826
3159 /* Put a gravestone up where the character 'almost' died. List the 2827 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2828 * exp loss on the stone.
3161 */ 2829 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2830 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2831 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2832 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2833 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2834 tmp->name_pl = buf;
3167 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); 2835 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);
3168 tmp->msg = buf; 2836 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2837 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2838 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2839
3172 /**************************************/ 2840 /**************************************/
3173 /* */ 2841 /* */
3174 /* Subtract the experience points, */ 2842 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2843 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2844 /* food, and reset HP's... */
3177 /* */ 2845 /* */
3178 /**************************************/ 2846 /**************************************/
3179 2847
3180 /* remove any poisoning and confusion the character may be suffering. */ 2848 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2849 /* restore player */
3182 at = archetype::find ("poisoning"); 2850 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2851 tmp = present_arch_in_ob (at, op);
3184 2852
3185 if (tmp) 2853 if (tmp)
3186 { 2854 {
3187 tmp->destroy (); 2855 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2857 }
3190 2858
3191 at = archetype::find ("confusion"); 2859 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2861 if (tmp)
3194 { 2862 {
3195 tmp->destroy (); 2863 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2865 }
3198 2866
3199 cure_disease (op, 0); /* remove any disease */ 2867 cure_disease (op, 0); /* remove any disease */
3200 2868
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2869 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2870 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2871 if (op->stats.food < 100)
3204 op->stats.food = 900; 2872 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2873 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2876
3209 /* 2877 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2878 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2879 * and put them back in the map.
3212 * in the map. 2880 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2881 remove_unpaid_objects (op->inv, op);
3217 2882
3218 /****************************************/ 2883 /****************************************/
3219 /* */ 2884 /* */
3220 /* Move player to his current respawn- */ 2885 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2886 /* position (usually last savebed) */
3222 /* */ 2887 /* */
3223 /****************************************/ 2888 /****************************************/
3224 2889
3225 enter_player_savebed (op); 2890 enter_player_savebed (op);
3226 2891
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2892 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2893
3233 /* it is possible that the player has blown something up 2894 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2895 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2896 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2897 * on the space that might harm the player.
3237 */ 2898 */
3238 will_kill_again = 0; 2899 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2900 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2901 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2902 will_kill_again |= tmp->attacktype;
3242 2903
3243 if (will_kill_again) 2904 if (will_kill_again)
3244 { 2905 {
3245 object *force; 2906 object *force;
3246 int at; 2907 int at;
3247 2908
3248 force = get_archetype (FORCE_NAME); 2909 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2910 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2911 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2912 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2913 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2914 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2915 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2916 force->resist[at] = 100;
3256 2917
3257 insert_ob_in_ob (force, op); 2918 insert_ob_in_ob (force, op);
3258 fix_player (op); 2919 op->update_stats ();
3259 2920
3260 } 2921 }
3261 2922
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2923 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2924}
3331
3332 2925
3333void 2926void
3334loot_object (object *op) 2927loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2928{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2929 object *tmp, *tmp2, *next;
3337 2930
3338 if (op->container) 2931 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2932
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2933 for (tmp = op->inv; tmp; tmp = next)
3344 { 2934 {
3345 next = tmp->below; 2935 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2936
2937 if (tmp->invisible)
3347 continue; 2938 continue;
2939
3348 tmp->remove (); 2940 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
2942
3350 if (tmp->type == CONTAINER) 2943 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2944 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2945
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2946 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2947 {
3356 if (tmp->nrof > 1) 2948 if (tmp->nrof > 1)
3357 { 2949 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2951 tmp2->destroy ();
3370/* 2962/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2963 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2964 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2965 * was changed.
3374 */ 2966 */
3375
3376void 2967void
3377fix_weight (void) 2968fix_weight (void)
3378{ 2969{
3379 player *pl; 2970 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2971 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2973
3385 if (old == sum) 2974 if (old == sum)
3386 continue; 2975 continue;
3387 fix_player (pl->ob); 2976 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2977 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2978 }
3390} 2979}
3391 2980
3392void 2981void
3393fix_luck (void) 2982fix_luck (void)
3394{ 2983{
3395 player *pl; 2984 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2985 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2986 pl->ob->change_luck (0);
3400} 2987}
3401
3402 2988
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2989/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2990 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2991 * just treat this as any other spell casting object.
3406 */ 2992 */
3407
3408void 2993void
3409cast_dust (object *op, object *throw_ob, int dir) 2994cast_dust (object *op, object *throw_ob, int dir)
3410{ 2995{
3411 object *skop, *spob; 2996 object *skop, *spob;
3412 2997
3446 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3447 { 3032 {
3448 op->contr->tmp_invis = 0; 3033 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3034 op->contr->invis_race = 0;
3450 } 3035 }
3036
3451 update_object (op, UP_OBJ_FACE); 3037 update_object (op, UP_OBJ_CHANGE);
3452} 3038}
3453 3039
3454int 3040int
3455is_true_undead (object *op) 3041is_true_undead (object *op)
3456{ 3042{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3460 return 1; 3044 return 1;
3461 3045
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3046 return 0;
3468} 3047}
3469 3048
3470/* look at the surrounding terrain to determine 3049/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3050 * the hideability of this object. Positive levels
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3092/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3093 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3094 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3095 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3096 */
3518
3519void 3097void
3520do_hidden_move (object *op) 3098do_hidden_move (object *op)
3521{ 3099{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3101 object *skop;
3527 3105
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3106 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3107
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3108 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3109 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3110 if (!skop || num >= skop->level)
3534 { 3111 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3112 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3113 make_visible (op);
3537 return; 3114 return;
3538 } 3115 }
3539 else 3116 else
3540 num += 20; 3117 num += 20;
3541 } 3118
3542 num += op->map->difficulty; 3119 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3120 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3121 num -= hide;
3122
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3124 {
3547 make_visible (op); 3125 make_visible (op);
3548 if (op->type == PLAYER) 3126 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3127 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3128 }
3551 else if (op->type == PLAYER && skop) 3129 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3130 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3131}
3556 3132
3557/* determine if who is standing near a hostile creature. */ 3133/* determine if who is standing near a hostile creature. */
3558 3134
3559int 3135int
3586 if (mflags & P_OUT_OF_MAP) 3162 if (mflags & P_OUT_OF_MAP)
3587 continue; 3163 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3164 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3165 continue;
3590 3166
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3167 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3168 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3169 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3170 return 1;
3595 else if (tmp->type == PLAYER) 3171 else if (tmp->type == PLAYER)
3596 { 3172 {
3626 if (pl->type != PLAYER) 3202 if (pl->type != PLAYER)
3627 { 3203 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3204 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3205 return -1;
3630 } 3206 }
3207
3631 if (!pl || !op) 3208 if (!pl || !op)
3632 return 0; 3209 return 0;
3633 3210
3634 if (op->head)
3635 {
3636 op = op->head; 3211 op = op->head_ ();
3637 } 3212
3638 get_rangevector (pl, op, &rv, 0x1); 3213 get_rangevector (pl, op, &rv, 0x1);
3639 3214
3640 /* starting with the 'head' part, lets loop 3215 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3216 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3217 * part that is in the los array but isnt on
3643 * a blocked los square. 3218 * a blocked los square.
3644 * we use the archetype to figure out offsets. 3219 * we use the archetype to figure out offsets.
3645 */ 3220 */
3646 while (op) 3221 while (op)
3647 { 3222 {
3648 dx = rv.distance_x + op->arch->clone.x; 3223 dx = rv.distance_x + op->arch->x;
3649 dy = rv.distance_y + op->arch->clone.y; 3224 dy = rv.distance_y + op->arch->y;
3650 3225
3651 /* only the viewable area the player sees is updated by LOS 3226 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3227 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3228 * for any meaningful values.
3654 */ 3229 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3230 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3231 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3232 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3233 return 1;
3659 op = op->more; 3234 op = op->more;
3660 } 3235 }
3661 return 0; 3236 return 0;
3662} 3237}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3334 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3335 int i = 0, j = 0;
3761 3336
3762 /* get the appropriate treasurelist */ 3337 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3338 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3339 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3340 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3341 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3342 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3343 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3344 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3345 trlist = treasurelist::find ("dragon_ability_poison");
3771 3346
3772 if (trlist == NULL || who->type != PLAYER) 3347 if (trlist == NULL || who->type != PLAYER)
3773 return; 3348 return;
3774 3349
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3350 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3351
3777 if (tr == NULL || tr->item == NULL) 3352 if (!tr || !tr->item)
3778 { 3353 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3354 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3355 return;
3781 } 3356 }
3782 3357
3783 /* everything seems okay - now bring on the gift: */ 3358 /* everything seems okay - now bring on the gift: */
3784 item = &(tr->item->clone); 3359 item = tr->item;
3785 3360
3786 if (item->type == SPELL) 3361 if (item->type == SPELL)
3787 { 3362 {
3788 if (check_spell_known (who, item->name)) 3363 if (check_spell_known (who, item->name))
3789 return; 3364 return;
3848 { 3423 {
3849 /* forces in the treasurelist can alter the player's stats */ 3424 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3425 object *skin;
3851 3426
3852 /* first get the dragon skin force */ 3427 /* first get the dragon skin force */
3428 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3430 ;
3431
3854 if (skin == NULL) 3432 if (!skin)
3855 return; 3433 return;
3856 3434
3857 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3437 {
3904 * not readied. 3482 * not readied.
3905 */ 3483 */
3906void 3484void
3907player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3908{ 3486{
3909 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3910 3489
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3912 { 3491 pl->combat_ob = 0;
3492
3913 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3914 { 3494 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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