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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.141 by root, Fri May 18 15:05:09 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#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f;
335 ob->direction = 5; /* So player faces south */
336}
337
338player::player ()
339{
340 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point.
342 */
343 outputs_sync = 4;
344 outputs_count = 4;
345 unapply = unapply_nochoice;
346
347 savebed_map = first_map_path; /* Init. respawn position */
348
349 gen_sp_armour = 10;
350 bowtype = bow_normal;
351 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
321/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 388
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 390 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 391 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 393 set_first_map (pl->ob);
343 394
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 395 return pl;
351} 396}
352 397
353/* 398/*
354 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
364 { 409 {
365 if (at == NULL || at->next == NULL) 410 if (at == NULL || at->next == NULL)
366 at = first_archetype; 411 at = first_archetype;
367 else 412 else
368 at = at->next; 413 at = at->next;
414
369 if (at->clone.type == PLAYER) 415 if (at->clone.type == PLAYER)
370 return at; 416 return at;
417
371 if (at == start) 418 if (at == start)
372 { 419 {
373 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 421 exit (-1);
375 } 422 }
376 } 423 }
377} 424}
378 425
379
380object * 426object *
381get_nearest_player (object *mon) 427get_nearest_player (object *mon)
382{ 428{
383 object *op = NULL; 429 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 430 objectlink *ol;
386 unsigned lastdist; 431 unsigned lastdist;
387 rv_vector rv; 432 rv_vector rv;
388 433
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 435 {
391 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 443 object *tmp = ol->ob;
399 444
400 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 446 * itself will have been cleared.
402 */ 447 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
404 ol = ol->next; 450 ol = ol->next;
405 remove_friendly_object (tmp); 451 remove_friendly_object (tmp);
406 if (!ol) 452 if (!ol)
407 return op; 453 return op;
408 } 454 }
421 { 467 {
422 op = ol->ob; 468 op = ol->ob;
423 lastdist = rv.distance; 469 lastdist = rv.distance;
424 } 470 }
425 } 471 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 472
427 { 473 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 474 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 475 if (lastdist > rv.distance)
432 { 476 {
433 op = pl->ob; 477 op = pl->ob;
434 lastdist = rv.distance; 478 lastdist = rv.distance;
435 } 479 }
436 } 480
437 }
438#if 0 481#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 482 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 483#endif
441 return op; 484 return op;
442} 485}
460 * circling behaviour. Unfortunately, this function is also used to determined 503 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 504 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 505 * is probably not a good thing.
463 */ 506 */
464#define MAX_SPACES 50 507#define MAX_SPACES 50
465
466 508
467/* 509/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 510 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 511 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 512 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 543 x = mon->x;
502 y = mon->y; 544 y = mon->y;
503 m = mon->map; 545 m = mon->map;
504 dir = rv.direction; 546 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 547 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549
507 /* If we can't solve it within the search distance, return now. */ 550 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 551 if (diff > max)
509 return 0; 552 return 0;
553
510 while (diff > 1 && max > 0) 554 while (diff > 1 && max > 0)
511 { 555 {
512 lastx = x; 556 lastx = x;
513 lasty = y; 557 lasty = y;
514 lastmap = m; 558 lastmap = m;
596 max--; 640 max--;
597 lastdir = dir; 641 lastdir = dir;
598 if (!firstdir) 642 if (!firstdir)
599 firstdir = dir; 643 firstdir = dir;
600 } 644 }
645
601 if (diff <= 1) 646 if (diff <= 1)
602 { 647 {
603 /* Recalculate diff (distance) because we may not have actually 648 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 649 * headed toward player for entire distance.
605 */ 650 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 651 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 653 }
654
609 if (diff > max) 655 if (diff > max)
610 return 0; 656 return 0;
611 } 657 }
658
612 /* If we reached the max, didn't find a direction in time */ 659 /* If we reached the max, didn't find a direction in time */
613 if (!max) 660 if (!max)
614 return 0; 661 return 0;
615 662
616 return firstdir; 663 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 690 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 691 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 692 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 693 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 694 {
648 remove_ob (op); 695 op->destroy ();
649 free_object (op);
650 continue; 696 continue;
651 } 697 }
652 } 698 }
653 699
654 /* This really needs to be better - we should really give 700 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 711 if (tmp->type == op->type && tmp->name == op->name)
666 break; 712 break;
667 713
668 if (tmp) 714 if (tmp)
669 { 715 {
670 remove_ob (op); 716 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 717 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 718 continue;
674 } 719 }
720
675 if (op->nrof > 1) 721 if (op->nrof > 1)
676 op->nrof = 1; 722 op->nrof = 1;
677 } 723 }
678 724
679 if (op->type == SPELLBOOK && op->inv) 725 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 737 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 738 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 739 }
694 if (op->type == SPELL) 740 if (op->type == SPELL)
695 { 741 {
696 remove_ob (op); 742 op->destroy ();
697 free_object (op);
698 continue; 743 continue;
699 } 744 }
700 else if (op->type == SKILL) 745 else if (op->type == SKILL)
701 { 746 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 747 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 756 /* Need to set up the skill pointers */
712 link_player_skills (pl); 757 link_player_skills (pl);
713} 758}
714 759
715void 760void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 761get_party_password (object *op, partylist *party)
800{ 762{
801 if (party == NULL) 763 if (party == NULL)
802 { 764 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 765 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 766 return;
805 } 767 }
768
806 op->contr->write_buf[0] = '\0'; 769 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 770 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 771 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 773}
811
812 774
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 776static int
815roll_stat (void) 777roll_stat (void)
816{ 778{
817 int a[4], i, j, k; 779 int a[4], i, j, k;
818 780
819 for (i = 0; i < 4; i++) 781 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 782 a[i] = (int) rndm (6) + 1;
821 783
822 for (i = 0, j = 0, k = 7; i < 4; i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 785 if (a[i] < k)
824 k = a[i], j = i; 786 k = a[i], j = i;
825 787
826 for (i = 0, k = 0; i < 4; i++) 788 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 789 if (i != j)
829 k += a[i]; 790 k += a[i];
830 } 791
831 return k; 792 return k;
832} 793}
833 794
834void 795void
835roll_stats (object *op) 796object::roll_stats ()
836{ 797{
798 int statsort [NUM_STATS];
799
800 for (;;)
801 {
837 int sum = 0; 802 int sum = 0;
838 int i = 0, j = 0; 803 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 804 sum += statsort [i] = roll_stat ();
840 805
841 do 806 if (sum >= 82 && sum <= 116)
807 break;
842 { 808 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 809
854 /* Sort the stats so that rerolling is easier... */ 810 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 811 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 812
863 /* a quick and dirty bubblesort? */ 813 for (int i = 0; i < NUM_STATS; ++i)
864 do 814 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 815
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 816 stats.exp = 0;
899 op->stats.ac = 0; 817 stats.ac = 0;
900 818
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 819 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
909 op->contr->orig_stats = op->stats; 829 contr->orig_stats = stats;
830 }
910} 831}
911 832
912void 833void
913Roll_Again (object *op) 834object::swap_stats (int a, int b)
914{ 835{
915 esrv_new_player (op->contr, 0); 836 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 837
920void 838 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 839 stats.stat (i) = contr->orig_stats.stat (i);
840
841 //TODO: the following code looks so borked and should, at the very least,
842 // be merged with the similar code in roll_stats
843 stats.ac = 0;
844
845 level = 1;
846 stats.exp = 0;
847 stats.ac = 0;
848
849 stats.hp = stats.maxhp;
850 stats.sp = stats.maxsp;
851 stats.grace = stats.maxgrace;
852
853 if (contr)
854 {
855 contr->levhp[1] = 9;
856 contr->levsp[1] = 6;
857 contr->levgrace[1] = 3;
858
859 contr->orig_stats = stats;
860 }
861}
862
863static void
864start_info (object *op)
922{ 865{
923 signed char tmp;
924 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
925 867
926 if (op->contr->Swap_First == -1) 868 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 869 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 870 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 871 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 872}
1041 873
1042/* This function takes the key that is passed, and does the 874/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
1046 * not the class. 878 * not the class.
1047 */ 879 */
1048 880void
1049int 881player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 882{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 885
886 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl)
888 create_treasure (tl, ob, 0, 0, 0);
889
1068 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
1070 892
1071 op->contr->state = ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
1072 894
1073 if (op->msg) 895 if (ob->msg)
1074 op->msg = NULL; 896 ob->msg = 0;
1075 897
1076 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1077 * to save here. 899 * to save here.
1078 */ 900 */
901 {
902 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 904 make_path_to_file (buf);
905 }
1081 906
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 907 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 909 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 910 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 911 esrv_send_inventory (ob, ob);
1090 fix_player (op); 912 ob->update_stats ();
1091 913
1092 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1093 * is one for this race 915 * is one for this race
1094 */ 916 */
1095 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1096 { 918 {
1097 object *tmp; 919 object *tmp;
1098 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1099 921
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 923 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1107 * default initial map */ 929 * default initial map */
1108 free_object (tmp); 930 tmp->destroy ();
1109 } 931 }
1110 else 932 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 934}
1114 return 0;
1115 }
1116 935
936void
937player::chargen_race_next ()
938{
1117 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1119 */ 941 */
1120 942
1121 tmp_loop = 0; 943 do
1122 while (!tmp_loop)
1123 { 944 {
1124 shstr name = op->name; 945 shstr name = ob->name;
1125 int x = op->x, y = op->y; 946 int x = ob->x, y = ob->y;
1126 947
1127 remove_statbonus (op); 948 ob->remove_statbonus ();
1128 remove_ob (op); 949 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 950 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 951 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 952 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 953 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 954 ob->name = ob->name_pl = name;
1134 op->x = x; 955 ob->x = x;
1135 op->y = y; 956 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 959 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 960 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 961 }
962 while (!allowed_class (ob));
1142 963
1143 update_object (op, UP_OBJ_FACE); 964 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 966 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 967 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 968 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 969 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 970}
1205 971
1206void 972void
1207flee_player (object *op) 973flee_player (object *op)
1208{ 974{
1238 { 1004 {
1239 op->enemy = NULL; 1005 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1007 return;
1242 } 1008 }
1009
1243 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1244 1011
1245 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1247 { 1014 {
1248 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1249 1016
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1018 return;
1253 }
1254 } 1019 }
1020
1255 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1023 op->enemy = NULL;
1258} 1024}
1259 1025
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1028 * stop.
1264 */ 1029 */
1265int 1030int
1266check_pick (object *op) 1031check_pick (object *op)
1267{ 1032{
1268 object *tmp, *next; 1033 object *tmp, *next;
1269 int stop = 0; 1034 int stop = 0;
1270 int j, k, wvratio; 1035 int wvratio;
1271 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1272 1037
1273 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1275 return 1; 1040 return 1;
1276 1041
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1112 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1117 }
1118
1381 /* philosophy: 1119 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1124 * example.
1387 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1161 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1162 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1163 if (tmp->type == FOOD)
1426 { 1164 {
1427 pick_up (op, tmp); 1165 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1166 continue;
1431 } 1167 }
1168
1432 if (op->contr->mode & PU_DRINK) 1169 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1171 {
1435 pick_up (op, tmp); 1172 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1173 continue;
1439 } 1174 }
1440 1175
1441 if (op->contr->mode & PU_POTION) 1176 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1177 if (tmp->type == POTION)
1443 { 1178 {
1444 pick_up (op, tmp); 1179 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1180 continue;
1448 } 1181 }
1449 1182
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1183 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1184 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1185 if (tmp->type == SPELLBOOK)
1453 { 1186 {
1454 pick_up (op, tmp); 1187 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1188 continue;
1458 } 1189 }
1190
1459 if (op->contr->mode & PU_SKILLSCROLL) 1191 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1192 if (tmp->type == SKILLSCROLL)
1461 { 1193 {
1462 pick_up (op, tmp); 1194 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1195 continue;
1466 } 1196 }
1197
1467 if (op->contr->mode & PU_READABLES) 1198 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1200 {
1470 pick_up (op, tmp); 1201 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1202 continue;
1474 } 1203 }
1475 1204
1476 /* wands/staves/rods/horns */ 1205 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1208 {
1480 pick_up (op, tmp); 1209 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1210 continue;
1484 } 1211 }
1485 1212
1486 /* pick up all magical items */ 1213 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1214 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1216 {
1490 pick_up (op, tmp); 1217 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1218 continue;
1494 } 1219 }
1495 1220
1496 if (op->contr->mode & PU_VALUABLES) 1221 if (op->contr->mode & PU_VALUABLES)
1497 { 1222 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1223 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1224 {
1500 pick_up (op, tmp); 1225 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1226 continue;
1504 } 1227 }
1505 } 1228 }
1506 1229
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1230 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1231 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1232 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1233 {
1511 pick_up (op, tmp); 1234 pick_up (op, tmp);
1235 continue;
1512 if (0) 1236 }
1513 fprintf (stderr, "JEWELS\n"); 1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1514 continue; 1243 continue;
1515 } 1244 }
1516 1245
1517 /* bows and arrows. Bows are good for selling! */ 1246 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1247 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1248 if (tmp->type == BOW)
1520 { 1249 {
1521 pick_up (op, tmp); 1250 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1251 continue;
1525 } 1252 }
1253
1526 if (op->contr->mode & PU_ARROW) 1254 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1255 if (tmp->type == ARROW)
1528 { 1256 {
1529 pick_up (op, tmp); 1257 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1258 continue;
1533 } 1259 }
1534 1260
1535 /* all kinds of armor etc. */ 1261 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1262 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1263 if (tmp->type == ARMOUR)
1538 { 1264 {
1539 pick_up (op, tmp); 1265 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1266 continue;
1543 } 1267 }
1268
1544 if (op->contr->mode & PU_HELMET) 1269 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1270 if (tmp->type == HELMET)
1546 { 1271 {
1547 pick_up (op, tmp); 1272 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1273 continue;
1551 } 1274 }
1275
1552 if (op->contr->mode & PU_SHIELD) 1276 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1277 if (tmp->type == SHIELD)
1554 { 1278 {
1555 pick_up (op, tmp); 1279 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1280 continue;
1559 } 1281 }
1282
1560 if (op->contr->mode & PU_BOOTS) 1283 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1284 if (tmp->type == BOOTS)
1562 { 1285 {
1563 pick_up (op, tmp); 1286 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1287 continue;
1567 } 1288 }
1289
1568 if (op->contr->mode & PU_GLOVES) 1290 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1291 if (tmp->type == GLOVES)
1570 { 1292 {
1571 pick_up (op, tmp); 1293 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1294 continue;
1575 } 1295 }
1296
1576 if (op->contr->mode & PU_CLOAK) 1297 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1298 if (tmp->type == CLOAK)
1578 { 1299 {
1579 pick_up (op, tmp); 1300 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1301 continue;
1583 } 1302 }
1584 1303
1585 /* hoping to catch throwing daggers here */ 1304 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1305 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1307 {
1589 pick_up (op, tmp); 1308 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1309 continue;
1593 } 1310 }
1594 1311
1595 /* careful: chairs and tables are weapons! */ 1312 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1313 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1316 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1319 {
1603 pick_up (op, tmp); 1320 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1321 continue;
1607 } 1322 }
1608 } 1323 }
1324
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1325 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1326 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1612 { 1328 {
1613 pick_up (op, tmp); 1329 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1330 continue;
1617 } 1331 }
1618 } 1332 }
1619 } 1333 }
1620 1334
1621 /* misc stuff that's useful */ 1335 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1336 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1338 {
1625 pick_up (op, tmp); 1339 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1340 continue;
1629 } 1341 }
1630 1342
1631 /* any of the last 4 bits set means we use the ratio for value 1343 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1344 * pickups */
1654 continue; 1366 continue;
1655 } 1367 }
1656 } 1368 }
1657 } /* the new pickup model */ 1369 } /* the new pickup model */
1658 } 1370 }
1371
1659 return !stop; 1372 return !stop;
1660} 1373}
1661 1374
1662/* 1375/*
1663 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1665 * found object is returned. 1378 * found object is returned.
1666 */ 1379 */
1667object * 1380object *
1668find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1669{ 1382{
1670 object *tmp = NULL; 1383 object *tmp = 0;
1671 1384
1672 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1674 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1676 return op; 1389 return op;
1390
1677 return tmp; 1391 return tmp;
1678} 1392}
1679 1393
1680/* 1394/*
1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1682 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1683 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1684 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1685 */ 1399 */
1686
1687object * 1400object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1402{
1690 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1757 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1471 * op = the shooter
1759 * type = bow->race 1472 * type = bow->race
1760 * dir = fire direction 1473 * dir = fire direction
1761 */ 1474 */
1762
1763object * 1475object *
1764pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1765{ 1477{
1766 object *tmp = NULL; 1478 object *tmp = NULL;
1767 maptile *m; 1479 maptile *m;
1832 */ 1544 */
1833int 1545int
1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835{ 1547{
1836 object *left, *bow; 1548 object *left, *bow;
1837 int bowspeed, mflags; 1549 int mflags;
1838 maptile *m; 1550 maptile *m;
1839 1551
1840 if (!dir) 1552 if (!dir)
1841 { 1553 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1555 return 0;
1844 } 1556 }
1845 if (op->type == PLAYER) 1557
1846 bow = op->contr->ranges[range_bow]; 1558 if (op->contr)
1559 bow = op->current_weapon;
1847 else 1560 else
1848 { 1561 {
1849 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1850 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1851 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1856 if (!bow) 1569 if (!bow)
1857 { 1570 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1572 return 0;
1860 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1861 } 1582 }
1583
1862 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1863 { 1585 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1587 return 0;
1866 } 1588 }
1867
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869
1870 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873 if (bowspeed < 1)
1874 bowspeed = 1;
1875 1589
1876 if (arrow == NULL) 1590 if (arrow == NULL)
1877 { 1591 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1593 {
1880 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1882 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1883 else 1597 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1885 return 0; 1600 return 0;
1886 } 1601 }
1887 } 1602 }
1603
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1605 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1606 return 0;
1892 } 1607
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1608 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1609 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1610 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1611 return 0;
1897 } 1612 }
1898 1613
1899 /* this should not happen, but sometimes does */ 1614 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1615 if (arrow->nrof == 0)
1901 { 1616 {
1902 remove_ob (arrow); 1617 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1618 return 0;
1905 } 1619 }
1906 1620
1907 left = arrow; /* these are arrows left to the player */ 1621 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1622 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1623 if (!arrow)
1910 { 1624 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1626 return 0;
1913 } 1627 }
1914 set_owner (arrow, op); 1628
1629 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1631 arrow->direction = dir;
1918 arrow->x = sx; 1632
1919 arrow->y = sy; 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype;
1636
1637 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1662 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0;
1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1920 1670
1921 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1922 { 1672 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op);
1925 }
1926
1927 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying);
1933
1934 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper.
1936 */
1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1940 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943
1944 if (arrow->speed < 1.0)
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0;
1948
1949 if (op->type == PLAYER)
1950 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954
1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 wc -= dex_bonus[op->stats.Dex];
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1956 } 1680 }
1957 else 1681 else
1958 { 1682 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1683 arrow->level = op->level;
1961 } 1684 arrow->stats.wc -= bow->magic;
1962 1685
1963 if (arrow->attacktype == AT_PHYSICAL) 1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1964 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1690 }
1965 1691
1966 if (bow->slaying != NULL) 1692 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1694
1969 arrow->map = m; 1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1698
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1974 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1975 1701
1976 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1703 move_arrow (arrow);
1978 1704
1979 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1999{ 1725{
2000 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
2001 1727
2002 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
2003 { 1729 {
2004 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2005 } 1731 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1733 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1735 wcmod = -1;
1736
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1738 }
2012 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
2013 { 1740 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1746 {
2020 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2022 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2023
2024 } 1750 }
2025 else 1751 else
2026 { 1752 {
2027 /* Simple case */ 1753 /* Simple case */
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029 } 1755 }
1756
2030 return ret; 1757 return ret;
2031} 1758}
2032
2033 1759
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
2036 */ 1762 */
2037void 1763void
2038fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
2039{ 1765{
2040 object *item; 1766 object *item = op->contr->ranged_ob;
2041 1767
2042 if (!op->contr->ranges[range_misc]) 1768 if (!item)
2043 { 1769 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2045 return; 1771 return;
2046 } 1772 }
2047 1773
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1774 if (!item->inv)
2050 { 1775 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1777 return;
2053 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
2054 if (item->type == WAND) 1783 if (item->type == WAND)
2055 { 1784 {
2056 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2057 { 1786 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2060 return; 1790 return;
2061 } 1791 }
2062 } 1792 }
2063 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2064 { 1794 {
2065 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2066 { 1796 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2068 if (item->type == ROD) 1799 if (item->type == ROD)
2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070 else 1801 else
2071 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2072 return; 1804 return;
2073 } 1805 }
2074 } 1806 }
2075 1807
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2084 1816
2085 if (item->arch) 1817 if (item->arch)
2086 { 1818 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2089 item->speed = 0; 1821 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1822 }
1823
2092 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1826 }
2095 } 1827 }
2096 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1829 drain_rod_charge (item);
2099 }
2100 } 1830 }
2101} 1831}
2102 1832
2103/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2104 */ 1834 */
2109 1839
2110 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2112 make_visible (op); 1842 make_visible (op);
2113 1843
2114 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2115 { 1847 {
2116 case range_none: 1848 control_golem (op->contr->golem, dir);
2117 return; 1849 return;
1850 }
2118 1851
2119 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
2120 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
2121 return; 1864 break;
2122 1865
2123 case range_magic: /* Casting spells */ 1866 case SPELL:
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2125 return; 1868 break;
2126 1869
2127 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
2128 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
2129 return; 1880 break;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return;
2157 } 1881 }
2158} 1882}
2159
2160
2161 1883
2162/* find_key 1884/* find_key
2163 * We try to find a key for the door as passed. If we find a key 1885 * We try to find a key for the door as passed. If we find a key
2164 * and successfully use it, we return the key, otherwise NULL 1886 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1889 * pl is the player,
2168 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
2171 */ 1893 */
2172
2173object * 1894object *
2174find_key (object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
2175{ 1896{
2176 object *tmp, *key; 1897 object *tmp, *key;
2177 1898
2178 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1900 if (!container->inv)
2180 return NULL; 1901 return 0;
2181 1902
2182 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1905 {
2185 if (door->type == DOOR && tmp->type == KEY) 1906 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1907 break;
2187 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
2189 */ 1910 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1912 break;
2192 } 1913 }
1914
2193 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
2194 /* If we find and use a key in an inventory, return at that time. 1916 /* If we find and use a key in an inventory, return at that time.
2195 * otherwise, if we search all the inventories and still don't find 1917 * otherwise, if we search all the inventories and still don't find
2196 * a key, return 1918 * a key, return
2197 */ 1919 */
2198 if (!tmp) 1920 if (!tmp)
2199 { 1921 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1923 {
2202 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1925 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1926 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1927 if ((key = find_key (pl, tmp, door)))
2206 return key; 1928 return key;
2207 } 1929 }
2208 } 1930 }
1931
2209 if (!tmp) 1932 if (!tmp)
2210 return NULL; 1933 return NULL;
2211 } 1934 }
1935
2212 /* We get down here if we have found a key. Now if its in a container, 1936 /* We get down here if we have found a key. Now if its in a container,
2213 * see if we actually want to use it 1937 * see if we actually want to use it
2214 */ 1938 */
2215 if (pl != container) 1939 if (pl != container)
2216 { 1940 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1961 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1962 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1963 return NULL;
2240 } 1964 }
2241 } 1965 }
1966
2242 return tmp; 1967 return tmp;
2243} 1968}
2244 1969
2245/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1973 * 0 otherwise
2249 */ 1974 */
2250static int 1975static int
2251player_attack_door (object *op, object *door) 1976player_attack_door (object *op, object *door)
2252{ 1977{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 1978 /* If its a door, try to find a use a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 1979 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 1980 * otherwise, we fall through to the rest of the code.
2257 */ 1981 */
2258 object *key = find_key (op, op, door); 1982 object *key = find_key (op, op, door);
2261 if (key) 1985 if (key)
2262 { 1986 {
2263 object *container = key->env; 1987 object *container = key->env;
2264 1988
2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
2266 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2267 make_visible (op); 1992 make_visible (op);
1993
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1996
2270 if (door->type == DOOR) 1997 if (door->type == DOOR)
2271 {
2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2273 }
2274 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2275 { 2000 {
2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2001 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2277 remove_door2 (door); /* remove door without violence ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
2278 } 2003 }
2004
2279 /* Do this after we print the message */ 2005 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2282 if (container != op) 2008 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2284 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2285 } 2012 }
2286 else if (door->type == LOCKED_DOOR) 2013 else if (door->type == LOCKED_DOOR)
2287 { 2014 {
2288 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 2017 return 1;
2291 } 2018 }
2019
2292 return 0; 2020 return 0;
2293} 2021}
2294 2022
2295/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2025 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2026 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2027 * going to try and move (not fire weapons).
2300 */ 2028 */
2301
2302void 2029void
2303move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2304{ 2031{
2305 object *tmp, *mon; 2032 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 2033 int on_battleground;
2308 maptile *m; 2034 maptile *m;
2309 2035
2310 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2312 2038
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2039 on_battleground = op_on_battleground (op, 0, 0);
2314 2040
2315 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2323 */ 2049 */
2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2325 { 2051 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2052 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 { 2053 {
2328 m = get_map_from_coord (op->map, &nx, &ny); 2054 m = op->map->xy_find (nx, ny);
2329 if (!m) 2055 if (!m)
2330 return; /* Don't think this should happen */ 2056 return; /* Don't think this should happen */
2331 } 2057 }
2332 else 2058 else
2333 m = op->map; 2059 m = op->map;
2334 2060
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2061 if (!(tmp = m->at (nx, ny).bot))
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return; 2062 return;
2339 }
2340 2063
2341 mon = NULL; 2064 mon = 0;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2068 * on the space
2346 */ 2069 */
2347 while (tmp != NULL) 2070 while (tmp)
2348 { 2071 {
2349 if (tmp == op) 2072 if (tmp == op)
2350 { 2073 {
2351 tmp = tmp->above; 2074 tmp = tmp->above;
2352 continue; 2075 continue;
2353 } 2076 }
2077
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2078 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2079 {
2356 mon = tmp; 2080 mon = tmp;
2357 break; 2081 break;
2358 } 2082 }
2083
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2084 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2085 mon = tmp;
2086
2361 tmp = tmp->above; 2087 tmp = tmp->above;
2362 } 2088 }
2363 2089
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2090 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2091 return; /* into a wall */
2366 2092
2367 if (mon->head != NULL) 2093 if (mon->head)
2368 mon = mon->head; 2094 mon = mon->head;
2369 2095
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2371 if (player_attack_door (op, mon)) 2097 if (player_attack_door (op, mon))
2372 return; 2098 return;
2381 2107
2382 /* If the creature is a pet, push it even if the player is not 2108 /* If the creature is a pet, push it even if the player is not
2383 * peaceful. Our assumption is the creature is a pet if the 2109 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2385 */ 2111 */
2386 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2387#if COZY_SERVER 2113 && ((mon->owner && mon->owner->contr
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2115 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2117 {
2396 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2119 if (op->contr->braced)
2398 return; 2120 return;
2121
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2400 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2401 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2125 make_visible (op);
2126
2403 return; 2127 return;
2404 } 2128 }
2405 2129
2406 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2408 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2409 * attack them either. 2133 * attack them either.
2410 */ 2134 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2413#ifdef PROHIBIT_PLAYERKILL 2137 && ((op->contr->peaceful
2414 (op->contr->peaceful 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2139 && !on_battleground))
2416 && mon->contr->
2417 peaceful)) &&
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2140 {
2423 if (!op->contr->braced) 2141 if (!op->contr->braced)
2424 { 2142 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2427 } 2145 }
2428 else 2146 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2148
2432 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2150 make_visible (op);
2434 } 2151 }
2435 2152
2436 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2447 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2168 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2171 {
2456
2457 /* If the player hasn't hit something this tick, and does
2458 * so, give them speed boost based on weapon speed. Doing
2459 * it here is better than process_players2, which basically
2460 * incurred a 1 tick offset.
2461 */
2462 if (!op->contr->has_hit) 2172 if (!op->contr->has_hit)
2463 { 2173 {
2174 op->contr->has_hit = 1;
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2465
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 } 2176 }
2468 2177
2469 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2470 2179
2471 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2183 * the wiz.
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 { 2186 {
2478 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2479 2188
2480 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2483 } 2192 }
2193
2484 if (action_makes_visible (op)) 2194 if (action_makes_visible (op))
2485 make_visible (op); 2195 make_visible (op);
2486 } 2196 }
2487 } /* if player should attack something */ 2197 } /* if player should attack something */
2488} 2198}
2490int 2200int
2491move_player (object *op, int dir) 2201move_player (object *op, int dir)
2492{ 2202{
2493 int pick; 2203 int pick;
2494 2204
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2206 return 0;
2497 2207
2498 /* Sanity check: make sure dir is valid */ 2208 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2209 if ((dir < 0) || (dir >= 9))
2500 { 2210 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2212 return 0;
2503 } 2213 }
2504 2214
2505 /* peterm: added following line */ 2215 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2218
2509 op->facing = dir; 2219 op->facing = dir;
2510 2220
2511 if (op->hide) 2221 if (op->hide)
2512 do_hidden_move (op); 2222 do_hidden_move (op);
2523 2233
2524 /* Add special check for newcs players and fire on - this way, the 2234 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2235 * server can handle repeat firing.
2526 */ 2236 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2238 op->direction = dir;
2530 }
2531 else 2239 else
2532 {
2533 op->direction = 0; 2240 op->direction = 0;
2534 } 2241
2535 /* Update how the player looks. Use the facing, so direction may 2242 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2243 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2244 * for players.
2538 */ 2245 */
2539 animate_object (op, op->facing); 2246 animate_object (op, op->facing);
2548 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2549 */ 2256 */
2550int 2257int
2551handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2552{ 2259{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2261 {
2575 flee_player (op); 2262 flee_player (op);
2263
2576 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2578 { 2266 {
2579 op->speed_left--; 2267 --op->speed_left;
2580 return 0; 2268 return 0;
2581 } 2269 }
2582 }
2583
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2270 }
2595 2271
2596 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2274 * called, so we recheck it here.
2599 */ 2275 */
2600 HandleClient (&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2277 return 1;
2603 2278
2279 if (op->speed_left > 0.f)
2280 {
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2282 {
2606 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--; 2284 --op->speed_left;
2608 2285
2609 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2612 */ 2289 */
2613 move_player (op, op->direction); 2290 move_player (op, op->direction);
2614 if (op->speed_left > 0) 2291
2615 return 1; 2292 return op->speed_left > 0.f;
2616 else 2293 }
2617 return 0;
2618 } 2294 }
2295
2619 return 0; 2296 return 0;
2620} 2297}
2621 2298
2622int 2299int
2623save_life (object *op) 2300save_life (object *op)
2624{ 2301{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2303 return 0;
2629 2304
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2307 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310
2635 if (op->contr) 2311 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2312 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2313
2638 free_object (tmp); 2314 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2315 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316
2640 if (op->stats.hp < 0) 2317 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2319
2642 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2643 op->stats.food = 999; 2321 op->stats.food = 999;
2644 fix_player (op); 2322
2323 op->update_stats ();
2645 return 1; 2324 return 1;
2646 } 2325 }
2326
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2330 return 0;
2651} 2331}
2656 * from. 2336 * from.
2657 */ 2337 */
2658void 2338void
2659remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2660{ 2340{
2661 object *next;
2662
2663 while (op) 2341 while (op)
2664 { 2342 {
2665 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2666 * we remove object 'op' 2344
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2346 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2676 } 2351 }
2677 else if (op->inv) 2352 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2354
2679 op = next; 2355 op = next;
2680 } 2356 }
2681} 2357}
2682
2683 2358
2684/* 2359/*
2685 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2376 else
2702 sprintf (buf, "%s\n", &op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2380 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2707 else 2383 else
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2387 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2712 { 2389 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2392 strcat (buf2, buf);
2716 } 2393 }
2394
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2720 return buf2; 2399 return buf2;
2721} 2400}
2722
2723
2724 2401
2725void 2402void
2726do_some_living (object *op) 2403do_some_living (object *op)
2727{ 2404{
2728 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2411 int rate_grace = 2000;
2735 const int max_hp = 1; 2412 const int max_hp = 1;
2736 const int max_sp = 1; 2413 const int max_sp = 1;
2737 const int max_grace = 1; 2414 const int max_grace = 1;
2738 2415
2739 if (op->contr->outputs_sync) 2416 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2745 2434
2746 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2747 { 2436 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2441 else
2754 { 2442 {
2755 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2445 }
2446
2758 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2449 else
2761 { 2450 {
2762 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2453 }
2454
2765 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2457 else
2768 { 2458 {
2769 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2461 }
2772 2462
2773 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2775 { 2465 {
2776 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2777 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2778 { 2468 {
2779 op->stats.sp++; 2469 op->stats.sp++;
2785 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food; 2477 op->stats.food = last_food;
2788 } 2478 }
2789 } 2479 }
2480
2790 if (max_sp > 1) 2481 if (max_sp > 1)
2791 { 2482 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2484 if (over_sp > 0)
2794 { 2485 {
2795 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2796 { 2487 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--; 2491 op->stats.sp--;
2492
2800 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2802 } 2495 }
2803 op->last_sp = 0; 2496 op->last_sp = 0;
2804 } 2497 }
2805 else 2498 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 } 2500 }
2810 else 2501 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 } 2503 }
2815 2504
2816 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2819 { 2508 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2822 if (max_grace > 1) 2512 if (max_grace > 1)
2823 { 2513 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2515 if (over_grace > 0)
2826 { 2516 {
2854 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2546 op->stats.food = last_food;
2857 } 2547 }
2858 } 2548 }
2549
2859 if (max_hp > 1) 2550 if (max_hp > 1)
2860 { 2551 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2553 if (over_hp > 0)
2863 { 2554 {
2876 } 2567 }
2877 2568
2878 /* Digestion */ 2569 /* Digestion */
2879 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2880 { 2571 {
2881#ifdef COZY_SERVER
2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884#else
2885 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886#endif
2887 2573
2888 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2890 else 2576 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578
2892 /* dms do not consume food */ 2579 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2580 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2581 op->stats.food--;
2895 } 2582 }
2896 }
2897 2583
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2584 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2585 {
2900 object *tmp, *flesh = NULL; 2586 object *tmp, *flesh = 0;
2901 2587
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2588 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 { 2589 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2591 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2593 {
2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909 manual_apply (op, tmp, 0); 2595 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2596 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2597 break;
2912 } 2598 }
2913 else if (tmp->type == FLESH) 2599 else if (tmp->type == FLESH)
2914 flesh = tmp; 2600 flesh = tmp;
2915 } /* End if paid for object */ 2601 } /* End if paid for object */
2916 } /* end of for loop */ 2602 } /* end of for loop */
2603
2917 /* If player is still starving, it means they don't have any food, so 2604 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2605 * eat flesh instead.
2919 */ 2606 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2608 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, flesh, 0); 2610 manual_apply (op, flesh, 0);
2924 } 2611 }
2925 } /* end if player is starving */ 2612 }
2926 2613
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2614 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2615 op->stats.food++, op->stats.hp--;
2929 2616
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2931 kill_player (op); 2618 kill_player (op);
2619 }
2932} 2620}
2933
2934
2935 2621
2936/* If the player should die (lack of hp, food, etc), we call this. 2622/* If the player should die (lack of hp, food, etc), we call this.
2937 * op is the player in jeopardy. If the player can not be saved (not 2623 * op is the player in jeopardy. If the player can not be saved (not
2938 * permadeath, no lifesave), this will take care of removing the player 2624 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2625 * file.
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2657
2972 /* restore player */ 2658 /* restore player */
2973 at = archetype::find ("poisoning"); 2659 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2661 {
2977 remove_ob (tmp); 2662 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2664 }
2981 2665
2982 at = archetype::find ("confusion"); 2666 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2667 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2668 {
2986 remove_ob (tmp); 2669 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2671 }
2990 2672
2991 cure_disease (op, 0); /* remove any disease */ 2673 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2674 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2675 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2676 op->stats.food = 999;
2995 2677
2996 /* create a bodypart-trophy to make the winner happy */ 2678 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2679 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2680 {
3000 sprintf (buf, "%s's finger", &op->name); 2681 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2682 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " the %s, when he was defeated at\n level %d by %s.\n",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2686 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2687 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2688 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2689 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2690 }
3011 2691
3012 /* teleport defeated player to new destination */ 2692 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2694 op->contr->braced = 0;
3019 2699
3020 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
3021 2701
3022 if (op->stats.food < 0) 2702 if (op->stats.food < 0)
3023 { 2703 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2704 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2705 strcpy (op->contr->killer, "starvation");
3033 } 2706 }
3034 else 2707 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2708 sprintf (buf, "%s died.", &op->name);
3044 } 2709
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2711
3047 /* save the map location for corpse, gravestone */ 2712 /* save the map location for corpse, gravestone */
3048 x = op->x; 2713 x = op->x;
3049 y = op->y; 2714 y = op->y;
3050 map = op->map; 2715 map = op->map;
3051 2716
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2717 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat. 2718 * life if they are dead - it takes some exp and a random stat.
3057 * See the config.h file for a little more in depth detail about this. 2719 * See the config.h file for a little more in depth detail about this.
3058 */ 2720 */
3059 2721
3060 /* Basically two ways to go - remove a stat permanently, or just 2722 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2723 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2724 * of death.
3063 */ 2725 */
3064#ifndef COZY_SERVER 2726#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2727 if (settings.balanced_stat_loss)
3066 { 2728 {
3067 /* If stat loss is permanent, lose one stat only. */ 2729 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer 2730 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */ 2731 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2732 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2733 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2734 little bit harder. */
3073 /* GD */ 2735 /* GD */
3074 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2737 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2738 else
3080 { 2739 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2740 }
2741 else
3081 num_stats_lose = 1; 2742 num_stats_lose = 1;
3082 } 2743
3083 lost_a_stat = 0; 2744 lost_a_stat = 0;
3084 2745
3085 for (z = 0; z < num_stats_lose; z++) 2746 for (z = 0; z < num_stats_lose; z++)
3086 { 2747 {
3087 i = RANDOM () % NUM_STATS; 2748 i = RANDOM () % NUM_STATS;
3088 2749
3089 if (settings.stat_loss_on_death) 2750 if (settings.stat_loss_on_death)
3090 { 2751 {
3091 /* Pick a random stat and take a point off it. Tell the player 2752 /* Pick a random stat and take a point off it. Tell the player
3092 * what he lost. 2753 * what he lost.
3093 */ 2754 */
3094 change_attr_value (&(op->stats), i, -1); 2755 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats)); 2756 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1); 2757 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats)); 2758 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2759 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1; 2760 lost_a_stat = 1;
2761 }
2762 else
2763 {
2764 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion");
2766 object *dep;
2767
2768 dep = present_arch_in_ob (deparch, op);
2769 if (!dep)
2770 {
2771 dep = arch_to_object (deparch);
2772 insert_ob_in_ob (dep, op);
3100 } 2773 }
3101 else 2774 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss)
3102 { 2776 {
3103 /* deplete a stat */ 2777 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2778 /* Get the stat that we're about to deplete. */
3105 object *dep; 2779 this_stat = get_attr_value (&(dep->stats), i);
3106 2780 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2781 {
3110 dep = arch_to_object (deparch); 2782 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2783 int keep_chance = this_stat * this_stat;
3112 } 2784
3113 lose_this_stat = 1; 2785 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 2786 if (keep_chance < 1)
2787 keep_chance = 1;
2788
2789 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2791 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2792 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2793 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2794 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2795 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2796 else
3155 if (this_stat >= -50)
3156 { 2797 {
3157 change_attr_value (&(dep->stats), i, -1); 2798 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 2799 lose_this_stat = 0;
2800 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2801 this_stat, keep_chance, loss_chance,
2802 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2803 }
3163 } 2804 }
3164 } 2805 }
2806
2807 if (lose_this_stat)
2808 {
2809 this_stat = get_attr_value (&(dep->stats), i);
2810 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a
2814 * difference.
2815 */
2816 if (this_stat >= -50)
2817 {
2818 change_attr_value (&(dep->stats), i, -1);
2819 SET_FLAG (dep, FLAG_APPLIED);
2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2821 op->update_stats ();
2822 lost_a_stat = 1;
2823 }
3165 } 2824 }
2825 }
2826 }
3166 /* If no stat lost, tell the player. */ 2827 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2828 if (!lost_a_stat)
3168 { 2829 {
3169 /* determine_god() seems to not work sometimes... why is this? 2830 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2831 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2832 const char *god = determine_god (op);
3172 2833
3173 if (god && (strcmp (god, "none"))) 2834 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2836 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2838 }
2839#else
2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3178#endif 2841#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2842
3181 /* Put a gravestone up where the character 'almost' died. List the 2843 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2844 * exp loss on the stone.
3183 */ 2845 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2846 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2847 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2848 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2849 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2850 tmp->name_pl = buf;
3189 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); 2851 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);
3190 tmp->msg = buf; 2852 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2853 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2854 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2855
3194 /**************************************/ 2856 /**************************************/
3195 /* */ 2857 /* */
3196 /* Subtract the experience points, */ 2858 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2859 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2860 /* food, and reset HP's... */
3199 /* */ 2861 /* */
3200
3201 /**************************************/ 2862 /**************************************/
3202 2863
3203 /* remove any poisoning and confusion the character may be suffering. */ 2864 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2865 /* restore player */
3205 at = archetype::find ("poisoning"); 2866 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2867 tmp = present_arch_in_ob (at, op);
2868
3207 if (tmp) 2869 if (tmp)
3208 { 2870 {
3209 remove_ob (tmp); 2871 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2873 }
3213 2874
3214 at = archetype::find ("confusion"); 2875 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2876 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2877 if (tmp)
3217 { 2878 {
3218 remove_ob (tmp); 2879 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2881 }
2882
3222 cure_disease (op, 0); /* remove any disease */ 2883 cure_disease (op, 0); /* remove any disease */
3223 2884
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2885 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2886 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2887 if (op->stats.food < 100)
3227 op->stats.food = 900; 2888 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2892
3232 /* 2893 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2894 * Check to see if the player has any unpaid items. If so, remove them
3234 * the player has any unpaid items. If so, remove them and put them back 2895 * and put them back in the map.
3235 * in the map. 2896 */
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2897 remove_unpaid_objects (op->inv, op);
3240 2898
3241 /****************************************/ 2899 /****************************************/
3242 /* */ 2900 /* */
3243 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
3245 /* */ 2903 /* */
3246
3247 /****************************************/ 2904 /****************************************/
3248 2905
3249 enter_player_savebed (op); 2906 enter_player_savebed (op);
3250 2907
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2908 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2909
3257 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2913 * on the space that might harm the player.
3261 */ 2914 */
3262 will_kill_again = 0; 2915 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2916 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2917 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2918 will_kill_again |= tmp->attacktype;
3267 } 2919
3268 if (will_kill_again) 2920 if (will_kill_again)
3269 { 2921 {
3270 object *force; 2922 object *force;
3271 int at; 2923 int at;
3272 2924
3273 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2927 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2932 force->resist[at] = 100;
3282 } 2933
3283 insert_ob_in_ob (force, op); 2934 insert_ob_in_ob (force, op);
3284 fix_player (op); 2935 op->update_stats ();
3285 2936
3286 } 2937 }
3287 2938
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2939 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2940}
3357
3358 2941
3359void 2942void
3360loot_object (object *op) 2943loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2944{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2945 object *tmp, *tmp2, *next;
3363 2946
3364 if (op->container) 2947 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2948
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2949 for (tmp = op->inv; tmp; tmp = next)
3370 { 2950 {
3371 next = tmp->below; 2951 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2952
2953 if (tmp->invisible)
3373 continue; 2954 continue;
3374 remove_ob (tmp); 2955
2956 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2958
3376 if (tmp->type == CONTAINER) 2959 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2960 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2961
3379 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3381 { 2963 {
3382 if (tmp->nrof > 1) 2964 if (tmp->nrof > 1)
3383 { 2965 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2967 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2969 }
3388 else 2970 else
3389 free_object (tmp); 2971 tmp->destroy ();
3390 } 2972 }
3391 else 2973 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2974 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2975 }
3394} 2976}
3396/* 2978/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3398 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3399 * was changed. 2981 * was changed.
3400 */ 2982 */
3401
3402void 2983void
3403fix_weight (void) 2984fix_weight (void)
3404{ 2985{
3405 player *pl; 2986 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2987 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2989
3411 if (old == sum) 2990 if (old == sum)
3412 continue; 2991 continue;
3413 fix_player (pl->ob); 2992 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415 } 2994 }
3416} 2995}
3417 2996
3418void 2997void
3419fix_luck (void) 2998fix_luck (void)
3420{ 2999{
3421 player *pl; 3000 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 3001 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 3002 pl->ob->change_luck (0);
3426} 3003}
3427
3428 3004
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 3005/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 3006 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3007 * just treat this as any other spell casting object.
3432 */ 3008 */
3433
3434void 3009void
3435cast_dust (object *op, object *throw_ob, int dir) 3010cast_dust (object *op, object *throw_ob, int dir)
3436{ 3011{
3437 object *skop, *spob; 3012 object *skop, *spob;
3438 3013
3459 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3035 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 3036
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3037 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3038
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3039 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3040}
3468 3041
3469void 3042void
3470make_visible (object *op) 3043make_visible (object *op)
3471{ 3044{
3474 if (op->type == PLAYER) 3047 if (op->type == PLAYER)
3475 { 3048 {
3476 op->contr->tmp_invis = 0; 3049 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3050 op->contr->invis_race = 0;
3478 } 3051 }
3052
3479 update_object (op, UP_OBJ_FACE); 3053 update_object (op, UP_OBJ_CHANGE);
3480} 3054}
3481 3055
3482int 3056int
3483is_true_undead (object *op) 3057is_true_undead (object *op)
3484{ 3058{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3060 return 1;
3489 3061
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3062 return 0;
3496} 3063}
3497 3064
3498/* look at the surrounding terrain to determine 3065/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3066 * the hideability of this object. Positive levels
3555 3122
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3124
3558 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3559 if (op->type == PLAYER && op->contr->run_on) 3126 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3127 if (!skop || num >= skop->level)
3562 { 3128 {
3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564 make_visible (op); 3130 make_visible (op);
3565 return; 3131 return;
3566 } 3132 }
3567 else 3133 else
3568 num += 20; 3134 num += 20;
3569 } 3135
3570 num += op->map->difficulty; 3136 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3138 num -= hide;
3139
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3141 {
3575 make_visible (op); 3142 make_visible (op);
3576 if (op->type == PLAYER) 3143 if (op->type == PLAYER)
3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 } 3145 }
3579 else if (op->type == PLAYER && skop) 3146 else if (op->type == PLAYER && skop)
3580 {
3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 }
3583} 3148}
3584 3149
3585/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3586 3151
3587int 3152int
3614 if (mflags & P_OUT_OF_MAP) 3179 if (mflags & P_OUT_OF_MAP)
3615 continue; 3180 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3182 continue;
3618 3183
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3185 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3187 return 1;
3623 else if (tmp->type == PLAYER) 3188 else if (tmp->type == PLAYER)
3624 { 3189 {
3654 if (pl->type != PLAYER) 3219 if (pl->type != PLAYER)
3655 { 3220 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3221 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3222 return -1;
3658 } 3223 }
3224
3659 if (!pl || !op) 3225 if (!pl || !op)
3660 return 0; 3226 return 0;
3661 3227
3662 if (op->head)
3663 {
3664 op = op->head; 3228 op = op->head_ ();
3665 } 3229
3666 get_rangevector (pl, op, &rv, 0x1); 3230 get_rangevector (pl, op, &rv, 0x1);
3667 3231
3668 /* starting with the 'head' part, lets loop 3232 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3233 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3234 * part that is in the los array but isnt on
3678 3242
3679 /* only the viewable area the player sees is updated by LOS 3243 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3244 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3245 * for any meaningful values.
3682 */ 3246 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3250 return 1;
3687 op = op->more; 3251 op = op->more;
3688 } 3252 }
3689 return 0; 3253 return 0;
3690} 3254}
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3352 int i = 0, j = 0;
3789 3353
3790 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3799 3363
3800 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3801 return; 3365 return;
3802 3366
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3368
3805 if (tr == NULL || tr->item == NULL) 3369 if (!tr || !tr->item)
3806 { 3370 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3372 return;
3809 } 3373 }
3810 3374
3876 { 3440 {
3877 /* forces in the treasurelist can alter the player's stats */ 3441 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3442 object *skin;
3879 3443
3880 /* first get the dragon skin force */ 3444 /* first get the dragon skin force */
3445 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 ;
3448
3882 if (skin == NULL) 3449 if (!skin)
3883 return; 3450 return;
3884 3451
3885 /* adding new spellpath attunements */ 3452 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3453 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3454 {
3932 * not readied. 3499 * not readied.
3933 */ 3500 */
3934void 3501void
3935player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3936{ 3503{
3937 rangetype i; 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3938 3506
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3507 if (pl->combat_ob == ob)
3940 { 3508 pl->combat_ob = 0;
3509
3941 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3942 { 3511 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

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