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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 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
162 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
163 strip_endline (subject); 130 strip_endline (subject);
164 size = 0; 131 size = 0;
165 news[0] = '\0'; 132 news[0] = '\0';
166 } 133 }
175 size += strlen (buf); 142 size += strlen (buf);
176 } 143 }
177 } 144 }
178 145
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 149}
308 150
309/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
310static void 152static void
311set_first_map (object *op) 153set_first_map (object *op)
312{ 154{
313 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
314 op->x = -1; 156 op->x = -1;
315 op->y = -1; 157 op->y = -1;
316 enter_exit (op, NULL);
317} 158}
318 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351}
352
353void
354player::do_destroy ()
355{
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
319/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
321 * mode. 377 * mode.
322 */ 378 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
328 383
329 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 385
333 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
335 389
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 390 set_first_map (pl->ob);
344 391
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; 392 return pl;
353} 393}
354 394
355/* 395/*
356 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
359 */ 399 */
360archetype * 400archetype *
361get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
362{ 402{
363 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
364 404
365 for (;;) 405 for (;;)
366 { 406 {
367 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
368 at = first_archetype; 408 i = archetypes.begin ();
369 else 409 else if (*i == at)
370 at = at->next; 410 cleanup ("not a single player archetype found");
411
371 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
372 return at; 413 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 414 }
379} 415}
380
381 416
382object * 417object *
383get_nearest_player (object *mon) 418get_nearest_player (object *mon)
384{ 419{
385 object *op = NULL; 420 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 421 objectlink *ol;
388 unsigned lastdist; 422 unsigned lastdist;
389 rv_vector rv; 423 rv_vector rv;
390 424
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 426 {
393 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 434 object *tmp = ol->ob;
401 435
402 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 437 * itself will have been cleared.
404 */ 438 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
406 ol = ol->next; 441 ol = ol->next;
407 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
408 if (!ol) 443 if (!ol)
409 return op; 444 return op;
410 } 445 }
423 { 458 {
424 op = ol->ob; 459 op = ol->ob;
425 lastdist = rv.distance; 460 lastdist = rv.distance;
426 } 461 }
427 } 462 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 463
429 { 464 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
434 { 467 {
435 op = pl->ob; 468 op = pl->ob;
436 lastdist = rv.distance; 469 lastdist = rv.distance;
437 } 470 }
438 } 471
439 }
440#if 0 472#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 474#endif
443 return op; 475 return op;
444} 476}
462 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 496 * is probably not a good thing.
465 */ 497 */
466#define MAX_SPACES 50 498#define MAX_SPACES 50
467
468 499
469/* 500/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 534 x = mon->x;
504 y = mon->y; 535 y = mon->y;
505 m = mon->map; 536 m = mon->map;
506 dir = rv.direction; 537 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
509 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 542 if (diff > max)
511 return 0; 543 return 0;
544
512 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
513 { 546 {
514 lastx = x; 547 lastx = x;
515 lasty = y; 548 lasty = y;
516 lastmap = m; 549 lastmap = m;
598 max--; 631 max--;
599 lastdir = dir; 632 lastdir = dir;
600 if (!firstdir) 633 if (!firstdir)
601 firstdir = dir; 634 firstdir = dir;
602 } 635 }
636
603 if (diff <= 1) 637 if (diff <= 1)
604 { 638 {
605 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 640 * headed toward player for entire distance.
607 */ 641 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 644 }
645
611 if (diff > max) 646 if (diff > max)
612 return 0; 647 return 0;
613 } 648 }
649
614 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
615 if (!max) 651 if (!max)
616 return 0; 652 return 0;
617 653
618 return firstdir; 654 return firstdir;
711 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
712 link_player_skills (pl); 748 link_player_skills (pl);
713} 749}
714 750
715void 751void
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) 752get_party_password (object *op, partylist *party)
800{ 753{
801 if (party == NULL) 754 if (party == NULL)
802 { 755 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 757 return;
805 } 758 }
759
806 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 764}
811
812 765
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 767static int
815roll_stat (void) 768roll_stat (void)
816{ 769{
817 int a[4], i, j, k; 770 int a[4], i, j, k;
818 771
819 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
821 774
822 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 776 if (a[i] < k)
824 k = a[i], j = i; 777 k = a[i], j = i;
825 778
826 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 780 if (i != j)
829 k += a[i]; 781 k += a[i];
830 } 782
831 return k; 783 return k;
832} 784}
833 785
834void 786void
835roll_stats (object *op) 787object::roll_stats ()
836{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
837 int sum = 0; 793 int sum = 0;
838 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
840 796
841 do 797 if (sum >= 82 && sum <= 116)
798 break;
842 { 799 }
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);
853 800
854 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 802 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;
862 803
863 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
864 do 805 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);
879 806
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; 807 stats.exp = 0;
899 op->stats.ac = 0; 808 stats.ac = 0;
900 809
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; 810 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
909 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
910} 822}
911 823
912void 824void
913Roll_Again (object *op) 825object::swap_stats (int a, int b)
914{ 826{
915 esrv_new_player (op->contr, 0); 827 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}
919 828
920void 829 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
922{ 856{
923 signed char tmp;
924 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
925 858
926 if (op->contr->Swap_First == -1) 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
1041 864
1042/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1046 * not the class. 869 * not the class.
1047 */ 870 */
1048 871void
1049int 872player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 873{
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 */ 874 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 876
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 878 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1070 880
1071 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1073 883
1074 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1075 885
1076 if (op->msg) 886 if (ob->msg)
1077 op->msg = NULL; 887 ob->msg = 0;
1078 888
1079 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1080 * to save here. 890 * to save here.
1081 */ 891 */
892 {
893 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1084 897
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 898 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 901 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1093 fix_player (op); 903 ob->update_stats ();
1094 904
1095 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1096 * is one for this race 906 * is one for this race
1097 */ 907 */
1098 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1099 { 909 {
1100 object *tmp; 910 object *tmp;
1101 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1102 912
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = object::create (); 914 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1110 * default initial map */ 920 * default initial map */
1111 tmp->destroy (); 921 tmp->destroy ();
1112 } 922 }
1113 else 923 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 925}
1117 return 0;
1118 }
1119 926
927void
928player::chargen_race_next ()
929{
1120 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1122 */ 932 */
1123 933
1124 tmp_loop = 0; 934 do
1125 while (!tmp_loop)
1126 { 935 {
1127 shstr name = op->name; 936 shstr name = ob->name;
1128 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1129 938
1130 remove_statbonus (op); 939 ob->remove_statbonus ();
1131 op->remove (); 940 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
1134 op->instantiate (); 943 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1137 op->x = x; 946 ob->x = x;
1138 op->y = y; 947 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 951 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 952 }
953 while (!allowed_class (ob));
1145 954
1146 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 957 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 960 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} 961}
1208 962
1209void 963void
1210flee_player (object *op) 964flee_player (object *op)
1211{ 965{
1241 { 995 {
1242 op->enemy = NULL; 996 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 998 return;
1245 } 999 }
1000
1246 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1247 1002
1248 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1250 { 1005 {
1251 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1252 1007
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1009 return;
1256 }
1257 } 1010 }
1011
1258 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1014 op->enemy = NULL;
1261} 1015}
1262 1016
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1019 * stop.
1267 */ 1020 */
1268int 1021int
1269check_pick (object *op) 1022check_pick (object *op)
1270{ 1023{
1271 object *tmp, *next; 1024 object *tmp, *next;
1272 int stop = 0; 1025 int stop = 0;
1273 int j, k, wvratio; 1026 int wvratio;
1274 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1275 1028
1276 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1278 return 1; 1031 return 1;
1279 1032
1347 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 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)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1103 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 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 } 1108 }
1109
1384 /* philosophy: 1110 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1115 * example.
1390 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1577 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1305 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1307 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1310 {
1585 pick_up (op, tmp); 1311 pick_up (op, tmp);
1586 continue; 1312 continue;
1587 } 1313 }
1588 } 1314 }
1589 1315
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1317 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1319 {
1594 pick_up (op, tmp); 1320 pick_up (op, tmp);
1595 continue; 1321 continue;
1596 } 1322 }
1597 } 1323 }
1622 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1623 { 1349 {
1624 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1625 } 1351 }
1626 else 1352 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1356#endif
1631 continue; 1357 continue;
1632 } 1358 }
1643 * found object is returned. 1369 * found object is returned.
1644 */ 1370 */
1645object * 1371object *
1646find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1647{ 1373{
1648 object *tmp = NULL; 1374 object *tmp = 0;
1649 1375
1650 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1654 return op; 1380 return op;
1381
1655 return tmp; 1382 return tmp;
1656} 1383}
1657 1384
1658/* 1385/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1390 */
1664
1665object * 1391object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1393{
1668 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1702 else 1428 else
1703 { 1429 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1431 {
1706 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1435 {
1710 tmp = arrow; 1436 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1438 }
1713 } 1439 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1441 {
1716 tmp = arrow; 1442 tmp = arrow;
1735 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1462 * op = the shooter
1737 * type = bow->race 1463 * type = bow->race
1738 * dir = fire direction 1464 * dir = fire direction
1739 */ 1465 */
1740
1741object * 1466object *
1742pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1743{ 1468{
1744 object *tmp = NULL; 1469 object *tmp = NULL;
1745 maptile *m; 1470 maptile *m;
1810 */ 1535 */
1811int 1536int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1538{
1814 object *left, *bow; 1539 object *left, *bow;
1815 int bowspeed, mflags; 1540 int mflags;
1816 maptile *m; 1541 maptile *m;
1817 1542
1818 if (!dir) 1543 if (!dir)
1819 { 1544 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1546 return 0;
1822 } 1547 }
1823 if (op->type == PLAYER) 1548
1824 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1825 else 1551 else
1826 { 1552 {
1827 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1560 if (!bow)
1835 { 1561 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1563 return 0;
1838 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1839 } 1573 }
1574
1840 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1841 { 1576 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1578 return 0;
1844 } 1579 }
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 1580
1854 if (arrow == NULL) 1581 if (arrow == NULL)
1855 { 1582 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1584 {
1858 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1588 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1863 return 0; 1591 return 0;
1864 } 1592 }
1865 } 1593 }
1594
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1597 return 0;
1870 } 1598
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1600 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1602 return 0;
1875 } 1603 }
1881 return 0; 1609 return 0;
1882 } 1610 }
1883 1611
1884 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1614 if (!arrow)
1887 { 1615 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1617 return 0;
1890 } 1618 }
1619
1891 arrow->set_owner (op); 1620 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1622 arrow->direction = dir;
1895 arrow->x = sx; 1623
1896 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1656
1898 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1899 { 1658 {
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; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1933 } 1666 }
1934 else 1667 else
1935 { 1668 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1669 arrow->level = op->level;
1938 } 1670 arrow->stats.wc -= bow->magic;
1939 1671
1940 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1941 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1942 1677
1943 if (bow->slaying != NULL) 1678 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1680
1946 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1684
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1952 1687
1953 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1689 move_arrow (arrow);
1955 1690
1956 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1976{ 1711{
1977 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1978 1713
1979 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1980 { 1715 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1717 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1719 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1721 wcmod = -1;
1722
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1724 }
1989 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1990 { 1726 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1732 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1736 }
2002 else 1737 else
2003 { 1738 {
2004 /* Simple case */ 1739 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1741 }
1742
2007 return ret; 1743 return ret;
2008} 1744}
2009
2010 1745
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2013 */ 1748 */
2014void 1749void
2015fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2016{ 1751{
2017 object *item; 1752 object *item = op->contr->ranged_ob;
2018 1753
2019 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2020 { 1755 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1757 return;
2023 } 1758 }
2024 1759
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1760 if (!item->inv)
2027 { 1761 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1763 return;
2030 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2031 if (item->type == WAND) 1769 if (item->type == WAND)
2032 { 1770 {
2033 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2034 { 1772 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2037 return; 1776 return;
2038 } 1777 }
2039 } 1778 }
2040 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2041 { 1780 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1782 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2045 if (item->type == ROD) 1785 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)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1787 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
2049 return; 1790 return;
2050 } 1791 }
2051 } 1792 }
2052 1793
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2060 object *tmp; 1801 object *tmp;
2061 1802
2062 if (item->arch) 1803 if (item->arch)
2063 { 1804 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2066 item->speed = 0; 1807 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1808 }
1809
2069 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1812 }
2072 } 1813 }
2073 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1815 drain_rod_charge (item);
2076 }
2077 } 1816 }
2078} 1817}
2079 1818
2080/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2081 */ 1820 */
2082void 1821bool
2083fire (object *op, int dir) 1822fire (object *op, int dir)
2084{ 1823{
2085 int spellcost = 0; 1824 int spellcost = 0;
2086 1825
2087 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2089 make_visible (op); 1828 make_visible (op);
2090 1829
2091 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
2092 { 1836 }
2093 case range_none:
2094 return;
2095 1837
2096 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
2097 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2098 return; 1855 break;
2099 1856
2100 case range_magic: /* Casting spells */ 1857 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1859 break;
2103 1860
2104 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
2105 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2106 return; 1871 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 } 1872 }
2134}
2135 1873
2136 1874 return true;
1875}
2137 1876
2138/* find_key 1877/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1882 * pl is the player,
2144 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2147 */ 1886 */
2148
2149object * 1887object *
2150find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2151{ 1889{
2152 object *tmp, *key; 1890 object *tmp, *key;
2153 1891
2154 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1893 if (!container->inv)
2156 return NULL; 1894 return 0;
2157 1895
2158 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1898 {
2161 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1900 break;
2163 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2165 */ 1903 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1905 break;
2168 } 1906 }
1907
2169 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1911 * a key, return
2173 */ 1912 */
2174 if (!tmp) 1913 if (!tmp)
2175 { 1914 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1916 {
2178 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1919 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2182 return key; 1921 return key;
2183 } 1922 }
2184 } 1923 }
1924
2185 if (!tmp) 1925 if (!tmp)
2186 return NULL; 1926 return NULL;
2187 } 1927 }
1928
2188 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1930 * see if we actually want to use it
2190 */ 1931 */
2191 if (pl != container) 1932 if (pl != container)
2192 { 1933 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 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)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1956 return NULL;
2216 } 1957 }
2217 } 1958 }
1959
2218 return tmp; 1960 return tmp;
2219} 1961}
2220 1962
2221/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1966 * 0 otherwise
2225 */ 1967 */
2226static int 1968static int
2227player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2228{ 1970{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2233 */ 1974 */
2234 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2235 1976
2236 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2237 if (key) 1978 if (key)
2238 { 1979 {
2239 object *container = key->env; 1980 object *container = key->env;
2240 1981
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2242 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2243 make_visible (op); 1985 make_visible (op);
1986
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2246 if (door->type == DOOR) 1990 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2251 { 1993 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1996 }
1997
2255 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2258 if (container != op) 2001 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2260 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2261 } 2005 }
2262 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2263 { 2007 {
2264 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2010 return 1;
2267 } 2011 }
2012
2268 return 0; 2013 return 0;
2269} 2014}
2270 2015
2271/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2276 */ 2021 */
2277 2022bool
2278void
2279move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2280{ 2024{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2025 int on_battleground;
2284 maptile *m;
2285 2026
2286 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2288 2029
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2290 2040
2291 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2044 * 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 2045 * 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 2046 * 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 2047 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 2048 * move_ob uses.
2299 */ 2049 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
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 2051
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 2052 /* 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. 2053 * 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 2054 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2055 * on the space
2322 */ 2056 */
2323 while (tmp != NULL) 2057 object *mon;
2324 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2059 {
2326 { 2060 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2328 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2063 && mon != op)
2334 break; 2064 break;
2335 } 2065 }
2336 2066
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 */ 2067 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2068 return false; /* into a wall */
2345 2069
2346 if (mon->head != NULL)
2347 mon = mon->head; 2070 mon = mon->head_ ();
2348 2071
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2350 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2351 return; 2077 return true;
2078 }
2352 2079
2353 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2085 * and thus will not push them.
2359 */ 2086 */
2360 2087
2361 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2362 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2364 */ 2091 */
2365 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2095 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2097 {
2375 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2099 if (op->contr->braced)
2377 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2380 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2110 make_visible (op);
2111
2382 return; 2112 return true;
2383 } 2113 }
2114 else
2115 return false;
2116 }
2384 2117
2385 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2121 * attack them either.
2389 */ 2122 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2393 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2127 && !on_battleground))
2395 && mon->contr-> 2128 {
2396 peaceful)) && 2129 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2130 {
2131 --op->speed_left;
2132
2402 if (!op->contr->braced) 2133 if (!op->contr->braced)
2403 { 2134 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2406 } 2137 }
2407 else 2138 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2140
2411 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2142 make_visible (op);
2413 }
2414 2143
2144 return true;
2145 }
2146 }
2415 /* If the object is a boulder or other rollable object, then 2147 /* 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. 2148 * roll it if not braced. You can't roll it if you are braced.
2417 */ 2149 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2419 { 2153 {
2154 --op->speed_left;
2155
2420 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2422 make_visible (op); 2158 make_visible (op);
2423 }
2424 2159
2160 return true;
2161 }
2162 }
2425 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2168 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2171 {
2435 2172 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 { 2173 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2444 2175
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); 2176 skill_attack (mon, op, 0, 0, 0);
2449 2177
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)) 2178 if (action_makes_visible (op))
2464 make_visible (op); 2179 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2180
2469int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2470move_player (object *op, int dir) 2189move_player (object *op, int dir)
2471{ 2190{
2472 int pick; 2191 int pick;
2473 2192
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2194 return 0;
2476 2195
2477 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2479 { 2198 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2200 return 0;
2482 } 2201 }
2483 2202
2484 /* peterm: added following line */ 2203 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2206
2488 op->facing = dir; 2207 op->facing = dir;
2489 2208
2490 if (op->hide) 2209 if (op->hide)
2491 do_hidden_move (op); 2210 do_hidden_move (op);
2492 2211
2212 bool retval;
2213
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2215 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2496 fire (op, dir); 2217 retval = fire (op, dir);
2497 else 2218 else
2498 { 2219 {
2499 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2221 pick = check_pick (op);
2501 } 2222 }
2502 2223
2503 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2225 * server can handle repeat firing.
2505 */ 2226 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2228 op->direction = dir;
2509 }
2510 else 2229 else
2511 {
2512 op->direction = 0; 2230 op->direction = 0;
2513 } 2231
2514 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2234 * for players.
2517 */ 2235 */
2518 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2519 return 0; 2237
2238 return retval;
2520} 2239}
2521 2240
2522/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2242 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2244 * the new speed values for commands.
2526 * 2245 *
2527 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2528 */ 2249 */
2529int 2250bool
2530handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2531{ 2252{
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)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2254 {
2554 flee_player (op); 2255 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 { 2256 {
2558 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2559 return 0; 2260 return true;
2560 } 2261 }
2262 else
2263 return false;
2561 } 2264 }
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 2265
2571 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2268 * called, so we recheck it here.
2574 */ 2269 */
2575 HandleClient (&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2271 return true;
2578 2272
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 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); 2274 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2275
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2276 return false;
2595} 2277}
2596 2278
2597int 2279int
2598save_life (object *op) 2280save_life (object *op)
2599{ 2281{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2283 return 0;
2604 2284
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2287 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2290
2618 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2619 2299
2620 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2621 op->stats.food = 999; 2301 op->stats.food = 999;
2622 2302
2623 fix_player (op); 2303 op->update_stats ();
2624 return 1; 2304 return 1;
2625 } 2305 }
2306
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2310 return 0;
2630} 2311}
2635 * from. 2316 * from.
2636 */ 2317 */
2637void 2318void
2638remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2639{ 2320{
2640 object *next;
2641
2642 while (op) 2321 while (op)
2643 { 2322 {
2644 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2324
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2326 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2655 } 2331 }
2656 else if (op->inv) 2332 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2658 op = next; 2335 op = next;
2659 } 2336 }
2660} 2337}
2661
2662 2338
2663/* 2339/*
2664 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2356 else
2681 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2360 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2363 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2367 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2368 if (op->type == PLAYER)
2691 { 2369 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2372 strcat (buf2, buf);
2695 } 2373 }
2374
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2699 return buf2; 2379 return buf2;
2700} 2380}
2701
2702
2703 2381
2704void 2382void
2705do_some_living (object *op) 2383do_some_living (object *op)
2706{ 2384{
2707 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2391 int rate_grace = 2000;
2714 const int max_hp = 1; 2392 const int max_hp = 1;
2715 const int max_sp = 1; 2393 const int max_sp = 1;
2716 const int max_grace = 1; 2394 const int max_grace = 1;
2717 2395
2718 if (op->contr->outputs_sync) 2396 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 } 2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2724 2414
2725 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2726 { 2416 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2421 else
2733 { 2422 {
2734 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2425 }
2426
2737 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2429 else
2740 { 2430 {
2741 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2433 }
2434
2744 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2437 else
2747 { 2438 {
2748 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2441 }
2751 2442
2752 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2445 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2757 { 2448 {
2758 op->stats.sp++; 2449 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2457 op->stats.food = last_food;
2767 } 2458 }
2768 } 2459 }
2460
2769 if (max_sp > 1) 2461 if (max_sp > 1)
2770 { 2462 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2464 if (over_sp > 0)
2773 { 2465 {
2774 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2775 { 2467 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2471 op->stats.sp--;
2472
2779 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2781 } 2475 }
2782 op->last_sp = 0; 2476 op->last_sp = 0;
2783 } 2477 }
2784 else 2478 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2480 }
2789 else 2481 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2483 }
2794 2484
2795 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2798 { 2488 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2801 if (max_grace > 1) 2492 if (max_grace > 1)
2802 { 2493 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2495 if (over_grace > 0)
2805 { 2496 {
2833 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2526 op->stats.food = last_food;
2836 } 2527 }
2837 } 2528 }
2529
2838 if (max_hp > 1) 2530 if (max_hp > 1)
2839 { 2531 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2533 if (over_hp > 0)
2842 { 2534 {
2855 } 2547 }
2856 2548
2857 /* Digestion */ 2549 /* Digestion */
2858 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2859 { 2551 {
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; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2553
2867 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2556 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2871 /* dms do not consume food */ 2559 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2561 op->stats.food--;
2874 } 2562 }
2875 }
2876 2563
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2565 {
2879 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2880 2567
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2569 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2577 break;
2891 } 2578 }
2892 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2893 flesh = tmp; 2580 flesh = tmp;
2894 } /* End if paid for object */ 2581 } /* End if paid for object */
2895 } /* end of for loop */ 2582 } /* end of for loop */
2583
2896 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2585 * eat flesh instead.
2898 */ 2586 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2588 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2903 } 2591 }
2904 } /* end if player is starving */ 2592 }
2905 2593
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2908 2596
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2598 kill_player (op);
2599 }
2911} 2600}
2912
2913
2914 2601
2915/* If the player should die (lack of hp, food, etc), we call this. 2602/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2603 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2605 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2637
2951 /* restore player */ 2638 /* restore player */
2952 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2641 {
2956 tmp->destroy (); 2642 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2644 }
2959 2645
2960 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2648 {
2964 tmp->destroy (); 2649 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2651 }
2967 2652
2969 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2656 op->stats.food = 999;
2972 2657
2973 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2660 {
2977 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2662 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2666 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2670 }
2988 2671
2989 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2674 op->contr->braced = 0;
2996 2679
2997 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2998 2681
2999 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
3000 { 2683 {
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); 2684 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3010 } 2686 }
3011 else 2687 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); 2688 sprintf (buf, "%s died.", &op->name);
3021 } 2689
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2691
3024 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3025 x = op->x; 2693 x = op->x;
3026 y = op->y; 2694 y = op->y;
3027 map = op->map; 2695 map = op->map;
3028 2696
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
3035 */ 2700 */
3036 2701
3037 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2704 * of death.
3040 */ 2705 */
3041#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3043 { 2708 {
3044 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2711 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2714 little bit harder. */
3050 /* GD */ 2715 /* GD */
3051 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2717 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2718 else
3057 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3058 num_stats_lose = 1; 2722 num_stats_lose = 1;
3059 } 2723
3060 lost_a_stat = 0; 2724 lost_a_stat = 0;
3061 2725
3062 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3063 { 2727 {
3064 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3065 2729
3066 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
3067 { 2750 {
3068 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3069 * what he lost. 2752 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 } 2753 }
3078 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3079 { 2756 {
3080 /* deplete a stat */ 2757 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3082 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3083 2760 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2761 {
3087 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3089 } 2764
3090 lose_this_stat = 1; 2765 /* 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) 2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2771 {
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; 2772 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2774 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 } 2775 }
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 */ 2776 else
3132 if (this_stat >= -50)
3133 { 2777 {
3134 change_attr_value (&(dep->stats), i, -1); 2778 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; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2783 }
3140 } 2784 }
3141 } 2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
3142 } 2804 }
2805 }
2806 }
3143 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2808 if (!lost_a_stat)
3145 { 2809 {
3146 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3149 2813
3150 if (god && (strcmp (god, "none"))) 2814 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); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2816 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2818 }
3155#else 2819#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2821#endif
3158 2822
3159 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2824 * exp loss on the stone.
3161 */ 2825 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2828 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2830 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); 2831 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3168 tmp->msg = buf; 2832 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2835
3172 /**************************************/ 2836 /**************************************/
3173 /* */ 2837 /* */
3174 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3177 /* */ 2841 /* */
3178 /**************************************/ 2842 /**************************************/
3179 2843
3180 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2845 /* restore player */
3182 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
3184 2848
3185 if (tmp) 2849 if (tmp)
3186 { 2850 {
3187 tmp->destroy (); 2851 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2853 }
3190 2854
3191 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2857 if (tmp)
3194 { 2858 {
3195 tmp->destroy (); 2859 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2861 }
3198 2862
3199 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3200 2864
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3204 op->stats.food = 900; 2868 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2872
3209 /* 2873 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2874 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3212 * in the map. 2876 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3217 2878
3218 /****************************************/ 2879 /****************************************/
3219 /* */ 2880 /* */
3220 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3222 /* */ 2883 /* */
3223 /****************************************/ 2884 /****************************************/
3224 2885
3225 enter_player_savebed (op); 2886 enter_player_savebed (op);
3226 2887
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2888 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2889
3233 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2893 * on the space that might harm the player.
3237 */ 2894 */
3238 will_kill_again = 0; 2895 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3242 2899
3243 if (will_kill_again) 2900 if (will_kill_again)
3244 { 2901 {
3245 object *force; 2902 object *force;
3246 int at; 2903 int at;
3247 2904
3248 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2907 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2912 force->resist[at] = 100;
3256 2913
3257 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3258 fix_player (op); 2915 op->update_stats ();
3259 2916
3260 } 2917 }
3261 2918
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 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} 2920}
3331
3332 2921
3333void 2922void
3334loot_object (object *op) 2923loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3337 2926
3338 if (op->container) 2927 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2928
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3344 { 2930 {
3345 next = tmp->below; 2931 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3347 continue; 2934 continue;
2935
3348 tmp->remove (); 2936 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3350 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2941
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2943 {
3356 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3357 { 2945 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2947 tmp2->destroy ();
3370/* 2958/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2961 * was changed.
3374 */ 2962 */
3375
3376void 2963void
3377fix_weight (void) 2964fix_weight (void)
3378{ 2965{
3379 player *pl; 2966 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2967 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2969
3385 if (old == sum) 2970 if (old == sum)
3386 continue; 2971 continue;
3387 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2974 }
3390} 2975}
3391 2976
3392void 2977void
3393fix_luck (void) 2978fix_luck (void)
3394{ 2979{
3395 player *pl; 2980 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3400} 2983}
3401
3402 2984
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3406 */ 2988 */
3407
3408void 2989void
3409cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3410{ 2991{
3411 object *skop, *spob; 2992 object *skop, *spob;
3412 2993
3446 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3447 { 3028 {
3448 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3450 } 3031 }
3032
3451 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3452} 3034}
3453 3035
3454int 3036int
3455is_true_undead (object *op) 3037is_true_undead (object *op)
3456{ 3038{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3460 return 1; 3040 return 1;
3461 3041
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; 3042 return 0;
3468} 3043}
3469 3044
3470/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3092 */
3518
3519void 3093void
3520do_hidden_move (object *op) 3094do_hidden_move (object *op)
3521{ 3095{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3097 object *skop;
3527 3101
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3103
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3534 { 3107 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3109 make_visible (op);
3537 return; 3110 return;
3538 } 3111 }
3539 else 3112 else
3540 num += 20; 3113 num += 20;
3541 } 3114
3542 num += op->map->difficulty; 3115 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3117 num -= hide;
3118
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3120 {
3547 make_visible (op); 3121 make_visible (op);
3548 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3124 }
3551 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3127}
3556 3128
3557/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3558 3130
3559int 3131int
3586 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3587 continue; 3159 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3161 continue;
3590 3162
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3164 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3166 return 1;
3595 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3596 { 3168 {
3626 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3627 { 3199 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3201 return -1;
3630 } 3202 }
3203
3631 if (!pl || !op) 3204 if (!pl || !op)
3632 return 0; 3205 return 0;
3633 3206
3634 if (op->head)
3635 {
3636 op = op->head; 3207 op = op->head_ ();
3637 } 3208
3638 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3639 3210
3640 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3212 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3643 * a blocked los square. 3214 * a blocked los square.
3644 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3645 */ 3216 */
3646 while (op) 3217 while (op)
3647 { 3218 {
3648 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3649 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3650 3221
3651 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3224 * for any meaningful values.
3654 */ 3225 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3229 return 1;
3659 op = op->more; 3230 op = op->more;
3660 } 3231 }
3661 return 0; 3232 return 0;
3662} 3233}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3331 int i = 0, j = 0;
3761 3332
3762 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3771 3342
3772 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3773 return; 3344 return;
3774 3345
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3347
3777 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3778 { 3349 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3351 return;
3781 } 3352 }
3782 3353
3783 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3784 item = &(tr->item->clone); 3355 item = tr->item;
3785 3356
3786 if (item->type == SPELL) 3357 if (item->type == SPELL)
3787 { 3358 {
3788 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3789 return; 3360 return;
3848 { 3419 {
3849 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3421 object *skin;
3851 3422
3852 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ;
3426
3854 if (skin == NULL) 3427 if (!skin)
3855 return; 3428 return;
3856 3429
3857 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3432 {
3904 * not readied. 3477 * not readied.
3905 */ 3478 */
3906void 3479void
3907player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3908{ 3481{
3909 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3910 3484
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3912 { 3486 pl->combat_ob = 0;
3487
3913 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3914 { 3489 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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