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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.119 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 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 */ 129 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 */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
180 size += strlen (buf); 144 size += strlen (buf);
181 } 145 }
182 } 146 }
183 147
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 151}
296 152
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
244 {
245 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point.
318 */
319 outputs_sync = 4;
320 outputs_count = 4;
321 unapply = unapply_nochoice;
322
323 savebed_map = first_map_path; /* Init. respawn position */
324
325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
307/* Tries to add player on the connection passwd in ns. 354/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 355 * All we can really get in this is some settings like host and display
309 * mode. 356 * mode.
310 */ 357 */
311 358player *
312int 359player::create ()
313add_player (client *ns)
314{ 360{
315 player *p = new player; 361 player *pl = new player;
316 362
317 p->socket = ns; 363 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 364
320 p->next = first_player; 365 pl->ob->roll_stats ();
321 first_player = p; 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
322 368
323 p = get_player (p);
324
325 set_first_map (p->ob); 369 set_first_map (pl->ob);
326 370
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 371 return pl;
335} 372}
336 373
337/* 374/*
338 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
364 401
365object * 402object *
366get_nearest_player (object *mon) 403get_nearest_player (object *mon)
367{ 404{
368 object *op = NULL; 405 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 406 objectlink *ol;
371 unsigned lastdist; 407 unsigned lastdist;
372 rv_vector rv; 408 rv_vector rv;
373 409
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 411 {
376 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 419 object *tmp = ol->ob;
384 420
385 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 422 * itself will have been cleared.
387 */ 423 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
389 ol = ol->next; 426 ol = ol->next;
390 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
391 if (!ol) 428 if (!ol)
392 return op; 429 return op;
393 } 430 }
406 { 443 {
407 op = ol->ob; 444 op = ol->ob;
408 lastdist = rv.distance; 445 lastdist = rv.distance;
409 } 446 }
410 } 447 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 448
412 { 449 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
417 { 452 {
418 op = pl->ob; 453 op = pl->ob;
419 lastdist = rv.distance; 454 lastdist = rv.distance;
420 } 455 }
421 } 456
422 }
423#if 0 457#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 459#endif
426 return op; 460 return op;
427} 461}
445 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 481 * is probably not a good thing.
448 */ 482 */
449#define MAX_SPACES 50 483#define MAX_SPACES 50
450
451 484
452/* 485/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 519 x = mon->x;
487 y = mon->y; 520 y = mon->y;
488 m = mon->map; 521 m = mon->map;
489 dir = rv.direction; 522 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
492 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 527 if (diff > max)
494 return 0; 528 return 0;
529
495 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
496 { 531 {
497 lastx = x; 532 lastx = x;
498 lasty = y; 533 lasty = y;
499 lastmap = m; 534 lastmap = m;
581 max--; 616 max--;
582 lastdir = dir; 617 lastdir = dir;
583 if (!firstdir) 618 if (!firstdir)
584 firstdir = dir; 619 firstdir = dir;
585 } 620 }
621
586 if (diff <= 1) 622 if (diff <= 1)
587 { 623 {
588 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 625 * headed toward player for entire distance.
590 */ 626 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 629 }
630
594 if (diff > max) 631 if (diff > max)
595 return 0; 632 return 0;
596 } 633 }
634
597 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
598 if (!max) 636 if (!max)
599 return 0; 637 return 0;
600 638
601 return firstdir; 639 return firstdir;
694 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
695 link_player_skills (pl); 733 link_player_skills (pl);
696} 734}
697 735
698void 736void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
783{ 738{
784 if (party == NULL) 739 if (party == NULL)
785 { 740 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 742 return;
788 } 743 }
744
789 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 749}
794
795 750
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 752static int
798roll_stat (void) 753roll_stat (void)
799{ 754{
800 int a[4], i, j, k; 755 int a[4], i, j, k;
801 756
802 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
804 759
805 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 761 if (a[i] < k)
807 k = a[i], j = i; 762 k = a[i], j = i;
808 763
809 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 765 if (i != j)
812 k += a[i]; 766 k += a[i];
813 } 767
814 return k; 768 return k;
815} 769}
816 770
817void 771void
818roll_stats (object *op) 772object::roll_stats ()
819{ 773{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 774 int statsort [7];
823 775
824 do 776 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 777 {
835 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
836 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
837 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 788
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 789 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
870 796
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 797 stats.exp = 0;
882 op->stats.ac = 0; 798 stats.ac = 0;
883 799
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 800 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
892 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
893} 812}
894 813
895void 814void
896Roll_Again (object *op) 815object::swap_stats (int a, int b)
897{ 816{
898 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 820
903void 821 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
905{ 853{
906 signed char tmp;
907 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
908 855
909 if (op->contr->Swap_First == -1) 856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 860}
1024 861
1025/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1029 * not the class. 866 * not the class.
1030 */ 867 */
1031 868void
1032int 869player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 870{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 873
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 875 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
1053 877
1054 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1056 880
1057 op->contr->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1058 882
1059 if (op->msg) 883 if (ob->msg)
1060 op->msg = NULL; 884 ob->msg = 0;
1061 885
1062 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
1063 * to save here. 887 * to save here.
1064 */ 888 */
889 {
890 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1067 894
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 895 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 898 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1076 fix_player (op); 900 ob->update_stats ();
1077 901
1078 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1079 * is one for this race 903 * is one for this race
1080 */ 904 */
1081 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1082 { 906 {
1083 object *tmp; 907 object *tmp;
1084 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1085 909
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 911 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1093 * default initial map */ 917 * default initial map */
1094 tmp->destroy (); 918 tmp->destroy ();
1095 } 919 }
1096 else 920 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
1098 923
1099 return 0; 924void
1100 } 925player::chargen_race_next ()
1101 926{
1102 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1104 */ 929 */
1105 930
1106 tmp_loop = 0; 931 do
1107 while (!tmp_loop)
1108 { 932 {
1109 shstr name = op->name; 933 shstr name = ob->name;
1110 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1111 935
1112 remove_statbonus (op); 936 ob->remove_statbonus ();
1113 op->remove (); 937 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 940 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1119 op->x = x; 943 ob->x = x;
1120 op->y = y; 944 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 948 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 949 }
950 while (!allowed_class (ob));
1127 951
1128 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 954 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 957 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 958}
1190 959
1191void 960void
1192flee_player (object *op) 961flee_player (object *op)
1193{ 962{
1223 { 992 {
1224 op->enemy = NULL; 993 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 995 return;
1227 } 996 }
997
1228 get_rangevector (op, op->enemy, &rv, 0); 998 get_rangevector (op, op->enemy, &rv, 0);
1229 999
1230 dir = absdir (4 + rv.direction); 1000 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1001 for (diff = 0; diff < 3; diff++)
1232 { 1002 {
1233 int m = 1 - (RANDOM () & 2); 1003 int m = 1 - (RANDOM () & 2);
1234 1004
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1006 return;
1238 }
1239 } 1007 }
1008
1240 /* Cornered, get rid of scared */ 1009 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1011 op->enemy = NULL;
1243} 1012}
1244 1013
1250int 1019int
1251check_pick (object *op) 1020check_pick (object *op)
1252{ 1021{
1253 object *tmp, *next; 1022 object *tmp, *next;
1254 int stop = 0; 1023 int stop = 0;
1255 int j, k, wvratio; 1024 int wvratio;
1256 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1257 1026
1258 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1260 return 1; 1029 return 1;
1261 1030
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1101 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1106 }
1107
1366 /* philosophy: 1108 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1109 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1110 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1113 * example.
1372 * The drawback: right now it has no frontend, so you need to 1114 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1115 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1367 * found object is returned.
1626 */ 1368 */
1627object * 1369object *
1628find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1629{ 1371{
1630 object *tmp = NULL; 1372 object *tmp = 0;
1631 1373
1632 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1636 return op; 1378 return op;
1379
1637 return tmp; 1380 return tmp;
1638} 1381}
1639 1382
1640/* 1383/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1388 */
1646
1647object * 1389object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1391{
1650 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1460 * op = the shooter
1719 * type = bow->race 1461 * type = bow->race
1720 * dir = fire direction 1462 * dir = fire direction
1721 */ 1463 */
1722
1723object * 1464object *
1724pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1725{ 1466{
1726 object *tmp = NULL; 1467 object *tmp = NULL;
1727 maptile *m; 1468 maptile *m;
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1544 return 0;
1804 } 1545 }
1805 1546
1806 if (op->type == PLAYER) 1547 if (op->type == PLAYER)
1807 bow = op->contr->ranges[range_bow]; 1548 bow = op->contr->ranged_ob;
1808 else 1549 else
1809 { 1550 {
1810 for (bow = op->inv; bow; bow = bow->below) 1551 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1552 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1553 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1558 if (!bow)
1818 { 1559 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1560 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1561 return 0;
1821 } 1562 }
1563
1564 // optimisation: move object to top so we will find it quickly again
1565 if (bow->below)
1566 {
1567 bow->remove ();
1568 op->insert (bow);
1569 }
1570
1822 } 1571 }
1823 1572
1824 if (!bow->race || !bow->skill) 1573 if (!bow->race || !bow->skill)
1825 { 1574 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 if (op->type == PLAYER) 1592 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1594 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1595 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1596 CLEAR_FLAG (op, FLAG_READY_BOW);
1597
1848 return 0; 1598 return 0;
1849 } 1599 }
1850 } 1600 }
1851 1601
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1624 return 0;
1875 } 1625 }
1876 1626
1877 arrow->set_owner (op); 1627 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1629 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1630
1884 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1885 { 1632 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1634 op->update_stats ();
1888 } 1635 }
1889 1636
1890 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1638
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1894 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1895 arrow->spellarg = strdup (arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1896 1645
1897 /* Note that this was different for monsters - they got their level 1646 arrow->stats.dam += op->stats.dam + arrow->magic;
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902 1647
1903 /* update the speed */ 1648 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1649 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1650 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1651
1907 if (arrow->speed < 1.0) 1652 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1911 1654
1655 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1912 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1913 { 1658 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1919 } 1664 }
1920 else 1665 else
1921 { 1666 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1667 arrow->level = op->level;
1924 } 1668 arrow->stats.wc -= bow->magic;
1925 1669
1926 if (arrow->attacktype == AT_PHYSICAL) 1670 if (!arrow->slaying)
1671 arrow->slaying = bow->slaying;
1672 }
1673
1674 arrow->stats.wc -= arrow->level;
1675
1927 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1928 1677
1929 if (bow->slaying)
1930 arrow->slaying = bow->slaying;
1931
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1680
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1682 m->insert (arrow, sx, sy, op);
1938 1683
1939 if (!arrow->destroyed ()) 1684 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1685 move_arrow (arrow);
1941 1686
1942 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1962{ 1707{
1963 int ret = 0, wcmod = 0; 1708 int ret = 0, wcmod = 0;
1964 1709
1965 if (op->contr->bowtype == bow_bestarrow) 1710 if (op->contr->bowtype == bow_bestarrow)
1966 { 1711 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1713 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1715 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1717 wcmod = -1;
1718
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1720 }
1975 else if (op->contr->bowtype == bow_threewide) 1721 else if (op->contr->bowtype == bow_threewide)
1976 { 1722 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998 * Broken apart from 'fire' to keep it more readable. 1744 * Broken apart from 'fire' to keep it more readable.
1999 */ 1745 */
2000void 1746void
2001fire_misc_object (object *op, int dir) 1747fire_misc_object (object *op, int dir)
2002{ 1748{
2003 object *item; 1749 object *item = op->contr->ranged_ob;
2004 1750
2005 if (!op->contr->ranges[range_misc]) 1751 if (!item)
2006 { 1752 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1754 return;
2009 } 1755 }
2010 1756
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1757 if (!item->inv)
2013 { 1758 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1760 return;
2016 } 1761 }
1762
2017 if (item->type == WAND) 1763 if (item->type == WAND)
2018 { 1764 {
2019 if (item->stats.food <= 0) 1765 if (item->stats.food <= 0)
2020 { 1766 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2047 1793
2048 if (item->arch) 1794 if (item->arch)
2049 { 1795 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1797 item->face = item->arch->clone.face;
2052 item->speed = 0; 1798 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1799 }
1800
2055 if ((tmp = is_player_inv (item))) 1801 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1803 }
2058 } 1804 }
2059 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1806 drain_rod_charge (item);
2062 }
2063 } 1807 }
2064} 1808}
2065 1809
2066/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
2067 */ 1811 */
2072 1816
2073 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
2075 make_visible (op); 1819 make_visible (op);
2076 1820
2077 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
2078 { 1824 {
2079 case range_none: 1825 control_golem (op->contr->golem, dir);
2080 return; 1826 return;
1827 }
2081 1828
2082 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return;
1833
1834 switch (ob->type)
1835 {
1836 case BOW:
2083 player_fire_bow (op, dir); 1837 player_fire_bow (op, dir);
2084 return; 1838 break;
2085 1839
2086 case range_magic: /* Casting spells */ 1840 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1841 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1842 break;
2089 1843
2090 case range_misc: 1844 case BUILDER:
1845 apply_map_builder (op, dir);
1846 break;
1847
1848 case SKILL:
1849 case SKILL_TOOL:
1850 do_skill (op, op, ob, dir, 0);
1851 break;
1852
1853 default:
2091 fire_misc_object (op, dir); 1854 fire_misc_object (op, dir);
2092 return; 1855 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1856 }
2120} 1857}
2121
2122
2123 1858
2124/* find_key 1859/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1864 * pl is the player,
2130 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
2133 */ 1868 */
2134
2135object * 1869object *
2136find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
2137{ 1871{
2138 object *tmp, *key; 1872 object *tmp, *key;
2139 1873
2140 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1875 if (!container->inv)
2142 return NULL; 1876 return 0;
2143 1877
2144 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1880 {
2147 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1882 break;
2149 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
2151 */ 1885 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1887 break;
2154 } 1888 }
1889
2155 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1891 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1892 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1893 * a key, return
2159 */ 1894 */
2160 if (!tmp) 1895 if (!tmp)
2161 { 1896 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1898 {
2164 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1901 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
2168 return key; 1903 return key;
2169 } 1904 }
2170 } 1905 }
1906
2171 if (!tmp) 1907 if (!tmp)
2172 return NULL; 1908 return NULL;
2173 } 1909 }
1910
2174 /* We get down here if we have found a key. Now if its in a container, 1911 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1912 * see if we actually want to use it
2176 */ 1913 */
2177 if (pl != container) 1914 if (pl != container)
2178 { 1915 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1938 return NULL;
2202 } 1939 }
2203 } 1940 }
1941
2204 return tmp; 1942 return tmp;
2205} 1943}
2206 1944
2207/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1948 * 0 otherwise
2211 */ 1949 */
2212static int 1950static int
2213player_attack_door (object *op, object *door) 1951player_attack_door (object *op, object *door)
2214{ 1952{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1953 /* If its a door, try to find a use a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1954 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
2219 */ 1956 */
2220 object *key = find_key (op, op, door); 1957 object *key = find_key (op, op, door);
2223 if (key) 1960 if (key)
2224 { 1961 {
2225 object *container = key->env; 1962 object *container = key->env;
2226 1963
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965
2228 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2229 make_visible (op); 1967 make_visible (op);
1968
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2232 if (door->type == DOOR) 1972 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2237 { 1975 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2239 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1978 }
1979
2241 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2244 if (container != op) 1983 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2246 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2247 } 1987 }
2248 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2249 { 1989 {
2250 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 1992 return 1;
2253 } 1993 }
1994
2254 return 0; 1995 return 0;
2255} 1996}
2256 1997
2257/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2000 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2001 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2002 * going to try and move (not fire weapons).
2262 */ 2003 */
2263
2264void 2004void
2265move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2266{ 2006{
2267 object *tmp, *mon; 2007 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2008 int on_battleground;
2270 maptile *m; 2009 maptile *m;
2271 2010
2272 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2274 2013
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2276 2015
2277 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2285 */ 2024 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2026 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2028 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2291 if (!m) 2030 if (!m)
2292 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2293 } 2032 }
2294 else 2033 else
2295 m = op->map; 2034 m = op->map;
2296 2035
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return; 2037 return;
2301 }
2302 2038
2303 mon = NULL; 2039 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2043 * on the space
2308 */ 2044 */
2309 while (tmp != NULL) 2045 while (tmp)
2310 { 2046 {
2311 if (tmp == op) 2047 if (tmp == op)
2312 { 2048 {
2313 tmp = tmp->above; 2049 tmp = tmp->above;
2314 continue; 2050 continue;
2324 mon = tmp; 2060 mon = tmp;
2325 2061
2326 tmp = tmp->above; 2062 tmp = tmp->above;
2327 } 2063 }
2328 2064
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2066 return; /* into a wall */
2331 2067
2332 if (mon->head != NULL) 2068 if (mon->head)
2333 mon = mon->head; 2069 mon = mon->head;
2334 2070
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2337 return; 2073 return;
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2096 {
2361 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2098 if (op->contr->braced)
2363 return; 2099 return;
2100
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2104 make_visible (op);
2105
2368 return; 2106 return;
2369 } 2107 }
2370 2108
2371 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2374 * attack them either. 2112 * attack them either.
2375 */ 2113 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2117 (op->contr->peaceful
2380 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2381 && mon->contr-> 2119 && mon->contr->
2382 peaceful)) && 2120 peaceful)) &&
2383#else 2121#else
2384 op->contr->peaceful && 2122 op->contr->peaceful &&
2385#endif 2123#endif
2386 !on_battleground)) 2124 !on_battleground))
2387 { 2125 {
2388 if (!op->contr->braced) 2126 if (!op->contr->braced)
2389 { 2127 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2392 } 2130 }
2393 else 2131 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2133
2397 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2135 make_visible (op);
2399 } 2136 }
2400 2137
2401 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2412 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2153 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2156 {
2421 2157
2422 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2166
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2168 }
2433 2169
2434 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2435 2171
2436 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2175 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2178 {
2443 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2444 2180
2445 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2448 } 2184 }
2185
2449 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2450 make_visible (op); 2187 make_visible (op);
2451 } 2188 }
2452 } /* if player should attack something */ 2189 } /* if player should attack something */
2453} 2190}
2455int 2192int
2456move_player (object *op, int dir) 2193move_player (object *op, int dir)
2457{ 2194{
2458 int pick; 2195 int pick;
2459 2196
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2198 return 0;
2462 2199
2463 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2465 { 2202 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2204 return 0;
2468 } 2205 }
2469 2206
2470 /* peterm: added following line */ 2207 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2210
2474 op->facing = dir; 2211 op->facing = dir;
2475 2212
2476 if (op->hide) 2213 if (op->hide)
2477 do_hidden_move (op); 2214 do_hidden_move (op);
2488 2225
2489 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2227 * server can handle repeat firing.
2491 */ 2228 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2230 op->direction = dir;
2495 }
2496 else 2231 else
2497 {
2498 op->direction = 0; 2232 op->direction = 0;
2499 } 2233
2500 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2236 * for players.
2503 */ 2237 */
2504 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2513 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2514 */ 2248 */
2515int 2249int
2516handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2517{ 2251{
2518 if (op->contr->hidden)
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 }
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2253 {
2540 flee_player (op); 2254 flee_player (op);
2541 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2543 { 2257 {
2544 op->speed_left--; 2258 op->speed_left--;
2545 return 0; 2259 return 0;
2546 } 2260 }
2547 } 2261 }
2548
2549 /* I've been seeing crashes where the golem has been destroyed, but
2550 * the player object still points to the defunct golem. The code that
2551 * destroys the golem looks correct, and it doesn't always happen, so
2552 * put this in a a workaround to clean up the golem pointer.
2553 */
2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2555 op->contr->ranges[range_golem] = 0;
2556 2262
2557 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2265 * called, so we recheck it here.
2560 */ 2266 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2267 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2268 return 1;
2563 ;
2564 2269
2565 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2566 return 0; 2271 {
2567
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 { 2273 {
2570 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--; 2275 op->speed_left--;
2572 2276
2573 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2576 */ 2280 */
2577 move_player (op, op->direction); 2281 move_player (op, op->direction);
2578 if (op->speed_left > 0) 2282
2579 return 1; 2283 return op->speed_left > 0;
2580 else 2284 }
2581 return 0;
2582 } 2285 }
2583 2286
2584 return 0; 2287 return 0;
2585} 2288}
2586 2289
2606 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2607 2310
2608 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2609 op->stats.food = 999; 2312 op->stats.food = 999;
2610 2313
2611 fix_player (op); 2314 op->update_stats ();
2612 return 1; 2315 return 1;
2613 } 2316 }
2614 2317
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2327 * from.
2625 */ 2328 */
2626void 2329void
2627remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2628{ 2331{
2629 object *next;
2630
2631 while (op) 2332 while (op)
2632 { 2333 {
2633 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2335
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2337 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2644 } 2342 }
2645 else if (op->inv) 2343 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2647 2345
2648 op = next; 2346 op = next;
2649 } 2347 }
2650} 2348}
2651
2652 2349
2653/* 2350/*
2654 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2388 strcat (buf2, buf);
2692 2389
2693 return buf2; 2390 return buf2;
2694} 2391}
2695
2696
2697 2392
2698void 2393void
2699do_some_living (object *op) 2394do_some_living (object *op)
2700{ 2395{
2701 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2402 int rate_grace = 2000;
2708 const int max_hp = 1; 2403 const int max_hp = 1;
2709 const int max_sp = 1; 2404 const int max_sp = 1;
2710 const int max_grace = 1; 2405 const int max_grace = 1;
2711 2406
2712 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2713 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2718 2425
2719 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2720 { 2427 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2432 else
2727 { 2433 {
2728 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2436 }
2437
2731 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2440 else
2734 { 2441 {
2735 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2444 }
2445
2738 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2448 else
2741 { 2449 {
2742 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2452 }
2745 2453
2746 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2456 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2751 { 2459 {
2752 op->stats.sp++; 2460 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2468 op->stats.food = last_food;
2761 } 2469 }
2762 } 2470 }
2471
2763 if (max_sp > 1) 2472 if (max_sp > 1)
2764 { 2473 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2475 if (over_sp > 0)
2767 { 2476 {
2768 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2769 { 2478 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2482 op->stats.sp--;
2483
2773 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2775 } 2486 }
2776 op->last_sp = 0; 2487 op->last_sp = 0;
2777 } 2488 }
2778 else 2489 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2491 }
2783 else 2492 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2494 }
2788 2495
2789 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2792 { 2499 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2795 if (max_grace > 1) 2503 if (max_grace > 1)
2796 { 2504 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2506 if (over_grace > 0)
2799 { 2507 {
2827 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2537 op->stats.food = last_food;
2830 } 2538 }
2831 } 2539 }
2540
2832 if (max_hp > 1) 2541 if (max_hp > 1)
2833 { 2542 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2544 if (over_hp > 0)
2836 { 2545 {
2860 2569
2861 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2572 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2865 /* dms do not consume food */ 2575 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2577 op->stats.food--;
2868 } 2578 }
2869 }
2870 2579
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2581 {
2873 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2874 2583
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2585 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2593 break;
2885 } 2594 }
2886 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2887 flesh = tmp; 2596 flesh = tmp;
2888 } /* End if paid for object */ 2597 } /* End if paid for object */
2889 } /* end of for loop */ 2598 } /* end of for loop */
2599
2890 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2601 * eat flesh instead.
2892 */ 2602 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2604 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2897 } 2607 }
2898 } /* end if player is starving */ 2608 }
2899 2609
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2902 2612
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2614 kill_player (op);
2615 }
2905} 2616}
2906
2907
2908 2617
2909/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2621 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2653
2945 /* restore player */ 2654 /* restore player */
2946 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2657 {
2950 tmp->destroy (); 2658 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2660 }
2953 2661
2954 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2664 {
2958 tmp->destroy (); 2665 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2667 }
2961 2668
2963 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2672 op->stats.food = 999;
2966 2673
2967 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2676 {
2971 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2678 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2682 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2686 }
2982 2687
2983 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2690 op->contr->braced = 0;
2990 2695
2991 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2992 2697
2993 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2994 { 2699 {
2995 if (op->contr->explore)
2996 {
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2999 op->stats.food = 999;
3000 return;
3001 }
3002 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3004 } 2702 }
3005 else 2703 else
3006 {
3007 if (op->contr->explore)
3008 {
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3015 } 2705
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2707
3018 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3019 x = op->x; 2709 x = op->x;
3020 y = op->y; 2710 y = op->y;
3021 map = op->map; 2711 map = op->map;
3022 2712
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3029 */ 2716 */
3030 2717
3031 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2720 * of death.
3034 */ 2721 */
3035#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3037 { 2724 {
3038 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2727 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2730 little bit harder. */
3044 /* GD */ 2731 /* GD */
3045 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2733 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2734 else
3051 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3052 num_stats_lose = 1; 2738 num_stats_lose = 1;
3053 } 2739
3054 lost_a_stat = 0; 2740 lost_a_stat = 0;
3055 2741
3056 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3057 { 2743 {
3058 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3059 2745
3060 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3061 { 2747 {
3062 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2749 * what he lost.
3064 */ 2750 */
3065 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3071 } 2769 }
3072 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3073 { 2772 {
3074 /* deplete a stat */ 2773 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3076 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3077 2776 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2777 {
3081 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3083 } 2780
3084 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2787 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2788 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2790 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2791 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2792 else
3126 if (this_stat >= -50)
3127 { 2793 {
3128 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2799 }
3134 } 2800 }
3135 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3136 } 2820 }
2821 }
2822 }
3137 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2824 if (!lost_a_stat)
3139 { 2825 {
3140 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3143 2829
3144 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2832 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2834 }
3149#else 2835#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2837#endif
3152 2838
3153 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2840 * exp loss on the stone.
3155 */ 2841 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2844 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3161 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); 2847 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);
3162 tmp->msg = buf; 2848 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2851
3166 /**************************************/ 2852 /**************************************/
3167 /* */ 2853 /* */
3168 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3171 /* */ 2857 /* */
3172 /**************************************/ 2858 /**************************************/
3173 2859
3174 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2861 /* restore player */
3176 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3178 2864
3179 if (tmp) 2865 if (tmp)
3180 { 2866 {
3181 tmp->destroy (); 2867 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2869 }
3184 2870
3185 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2873 if (tmp)
3188 { 2874 {
3189 tmp->destroy (); 2875 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2877 }
3192 2878
3193 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3194 2880
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3198 op->stats.food = 900; 2884 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2888
3203 /* 2889 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3206 * in the map. 2892 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3211 2894
3212 /****************************************/ 2895 /****************************************/
3213 /* */ 2896 /* */
3214 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3216 /* */ 2899 /* */
3217 /****************************************/ 2900 /****************************************/
3218 2901
3219 enter_player_savebed (op); 2902 enter_player_savebed (op);
3220 2903
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2904 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2905
3227 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2909 * on the space that might harm the player.
3231 */ 2910 */
3232 will_kill_again = 0; 2911 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3236 2915
3237 if (will_kill_again) 2916 if (will_kill_again)
3238 { 2917 {
3239 object *force; 2918 object *force;
3240 int at; 2919 int at;
3241 2920
3242 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2923 force->speed = 0.1;
3245 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2928 force->resist[at] = 100;
3250 2929
3251 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3252 fix_player (op); 2931 op->update_stats ();
3253 2932
3254 } 2933 }
3255 2934
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2936}
3325
3326 2937
3327void 2938void
3328loot_object (object *op) 2939loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3331 2942
3332 if (op->container) 2943 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2944
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3338 { 2946 {
3339 next = tmp->below; 2947 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3341 continue; 2950 continue;
2951
3342 tmp->remove (); 2952 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3344 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2957
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2959 {
3350 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3351 { 2961 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2963 tmp2->destroy ();
3364/* 2974/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2977 * was changed.
3368 */ 2978 */
3369
3370void 2979void
3371fix_weight (void) 2980fix_weight (void)
3372{ 2981{
3373 player *pl; 2982 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2983 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2985
3379 if (old == sum) 2986 if (old == sum)
3380 continue; 2987 continue;
3381 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2990 }
3384} 2991}
3385 2992
3386void 2993void
3387fix_luck (void) 2994fix_luck (void)
3388{ 2995{
3389 player *pl; 2996 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3394} 2999}
3395
3396 3000
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3400 */ 3004 */
3401
3402void 3005void
3403cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3404{ 3007{
3405 object *skop, *spob; 3008 object *skop, *spob;
3406 3009
3440 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3441 { 3044 {
3442 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3444 } 3047 }
3048
3445 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3446} 3050}
3447 3051
3448int 3052int
3449is_true_undead (object *op) 3053is_true_undead (object *op)
3450{ 3054{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3056 return 1;
3455 3057
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3058 return 0;
3462} 3059}
3463 3060
3464/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3521 3118
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3120
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3528 { 3124 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3126 make_visible (op);
3531 return; 3127 return;
3532 } 3128 }
3533 else 3129 else
3534 num += 20; 3130 num += 20;
3535 } 3131
3536 num += op->map->difficulty; 3132 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3134 num -= hide;
3135
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3137 {
3541 make_visible (op); 3138 make_visible (op);
3542 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3141 }
3545 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3144}
3550 3145
3551/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3552 3147
3553int 3148int
3580 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3581 continue; 3176 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3178 continue;
3584 3179
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3181 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3183 return 1;
3589 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3590 { 3185 {
3620 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3621 { 3216 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3218 return -1;
3624 } 3219 }
3220
3625 if (!pl || !op) 3221 if (!pl || !op)
3626 return 0; 3222 return 0;
3627 3223
3628 if (op->head)
3629 {
3630 op = op->head; 3224 op = op->head_ ();
3631 } 3225
3632 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3633 3227
3634 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3229 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3644 3238
3645 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3241 * for any meaningful values.
3648 */ 3242 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3246 return 1;
3653 op = op->more; 3247 op = op->more;
3654 } 3248 }
3655 return 0; 3249 return 0;
3656} 3250}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3348 int i = 0, j = 0;
3755 3349
3756 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3765 3359
3766 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3767 return; 3361 return;
3768 3362
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3364
3771 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3772 { 3366 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3368 return;
3775 } 3369 }
3776 3370
3842 { 3436 {
3843 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3438 object *skin;
3845 3439
3846 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3848 if (skin == NULL) 3445 if (!skin)
3849 return; 3446 return;
3850 3447
3851 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3450 {
3898 * not readied. 3495 * not readied.
3899 */ 3496 */
3900void 3497void
3901player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3902{ 3499{
3903 rangetype i; 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3904 3502
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3503 if (pl->combat_ob == ob)
3906 { 3504 pl->combat_ob = 0;
3505
3907 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3908 { 3507 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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