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Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.120 by root, Thu May 3 09:39:56 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> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec 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 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 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 */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
177 size += strlen (buf); 144 size += strlen (buf);
178 } 145 }
179 } 146 }
180 147
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 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); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 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} 151}
310 152
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
244 {
245 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point.
318 */
319 outputs_sync = 4;
320 outputs_count = 4;
321 unapply = unapply_nochoice;
322
323 savebed_map = first_map_path; /* Init. respawn position */
324
325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
321/* Tries to add player on the connection passwd in ns. 354/* 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 355 * All we can really get in this is some settings like host and display
323 * mode. 356 * mode.
324 */ 357 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 358player *
359player::create ()
360{
361 player *pl = new player;
330 362
331 p = get_player (NULL); 363 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 364
335 if (p->socket.faces_sent == NULL) 365 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
337 368
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 369 set_first_map (pl->ob);
345 370
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 371 return pl;
354} 372}
355 373
356/* 374/*
357 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
367 { 385 {
368 if (at == NULL || at->next == NULL) 386 if (at == NULL || at->next == NULL)
369 at = first_archetype; 387 at = first_archetype;
370 else 388 else
371 at = at->next; 389 at = at->next;
390
372 if (at->clone.type == PLAYER) 391 if (at->clone.type == PLAYER)
373 return at; 392 return at;
393
374 if (at == start) 394 if (at == start)
375 { 395 {
376 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 397 exit (-1);
378 } 398 }
379 } 399 }
380} 400}
381 401
382
383object * 402object *
384get_nearest_player (object *mon) 403get_nearest_player (object *mon)
385{ 404{
386 object *op = NULL; 405 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 406 objectlink *ol;
389 unsigned lastdist; 407 unsigned lastdist;
390 rv_vector rv; 408 rv_vector rv;
391 409
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 411 {
394 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 419 object *tmp = ol->ob;
402 420
403 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 422 * itself will have been cleared.
405 */ 423 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
407 ol = ol->next; 426 ol = ol->next;
408 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
409 if (!ol) 428 if (!ol)
410 return op; 429 return op;
411 } 430 }
424 { 443 {
425 op = ol->ob; 444 op = ol->ob;
426 lastdist = rv.distance; 445 lastdist = rv.distance;
427 } 446 }
428 } 447 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 448
430 { 449 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
435 { 452 {
436 op = pl->ob; 453 op = pl->ob;
437 lastdist = rv.distance; 454 lastdist = rv.distance;
438 } 455 }
439 } 456
440 }
441#if 0 457#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 459#endif
444 return op; 460 return op;
445} 461}
463 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 481 * is probably not a good thing.
466 */ 482 */
467#define MAX_SPACES 50 483#define MAX_SPACES 50
468
469 484
470/* 485/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 519 x = mon->x;
505 y = mon->y; 520 y = mon->y;
506 m = mon->map; 521 m = mon->map;
507 dir = rv.direction; 522 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
510 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 527 if (diff > max)
512 return 0; 528 return 0;
529
513 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
514 { 531 {
515 lastx = x; 532 lastx = x;
516 lasty = y; 533 lasty = y;
517 lastmap = m; 534 lastmap = m;
599 max--; 616 max--;
600 lastdir = dir; 617 lastdir = dir;
601 if (!firstdir) 618 if (!firstdir)
602 firstdir = dir; 619 firstdir = dir;
603 } 620 }
621
604 if (diff <= 1) 622 if (diff <= 1)
605 { 623 {
606 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 625 * headed toward player for entire distance.
608 */ 626 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 629 }
630
612 if (diff > max) 631 if (diff > max)
613 return 0; 632 return 0;
614 } 633 }
634
615 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
616 if (!max) 636 if (!max)
617 return 0; 637 return 0;
618 638
619 return firstdir; 639 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 666 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 667 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 668 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 670 {
651 remove_ob (op); 671 op->destroy ();
652 free_object (op);
653 continue; 672 continue;
654 } 673 }
655 } 674 }
656 675
657 /* This really needs to be better - we should really give 676 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 687 if (tmp->type == op->type && tmp->name == op->name)
669 break; 688 break;
670 689
671 if (tmp) 690 if (tmp)
672 { 691 {
673 remove_ob (op); 692 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 694 continue;
677 } 695 }
696
678 if (op->nrof > 1) 697 if (op->nrof > 1)
679 op->nrof = 1; 698 op->nrof = 1;
680 } 699 }
681 700
682 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 715 }
697 if (op->type == SPELL) 716 if (op->type == SPELL)
698 { 717 {
699 remove_ob (op); 718 op->destroy ();
700 free_object (op);
701 continue; 719 continue;
702 } 720 }
703 else if (op->type == SKILL) 721 else if (op->type == SKILL)
704 { 722 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 723 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
715 link_player_skills (pl); 733 link_player_skills (pl);
716} 734}
717 735
718void 736void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
803{ 738{
804 if (party == NULL) 739 if (party == NULL)
805 { 740 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 742 return;
808 } 743 }
744
809 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 749}
814
815 750
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 752static int
818roll_stat (void) 753roll_stat (void)
819{ 754{
820 int a[4], i, j, k; 755 int a[4], i, j, k;
821 756
822 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
824 759
825 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 761 if (a[i] < k)
827 k = a[i], j = i; 762 k = a[i], j = i;
828 763
829 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 765 if (i != j)
832 k += a[i]; 766 k += a[i];
833 } 767
834 return k; 768 return k;
835} 769}
836 770
837void 771void
838roll_stats (object *op) 772object::roll_stats ()
839{ 773{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 774 int statsort [7];
843 775
844 do 776 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 777 {
855 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
856 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
857 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 788
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 789 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
890 796
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 797 stats.exp = 0;
902 op->stats.ac = 0; 798 stats.ac = 0;
903 799
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 800 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
912 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
913} 812}
914 813
915void 814void
916Roll_Again (object *op) 815object::swap_stats (int a, int b)
917{ 816{
918 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 820
923void 821 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
925{ 853{
926 signed char tmp;
927 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
928 855
929 if (op->contr->Swap_First == -1) 856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 860}
1044 861
1045/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1049 * not the class. 866 * not the class.
1050 */ 867 */
1051 868void
1052int 869player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 870{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 873
874 treasurelist *tl = treasurelist::find ("starting_wealth");
875 if (tl)
876 create_treasure (tl, ob, 0, 0, 0);
877
1071 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1073 880
1074 op->contr->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1075 882
1076 if (op->msg) 883 if (ob->msg)
1077 op->msg = NULL; 884 ob->msg = 0;
1078 885
1079 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
1080 * to save here. 887 * to save here.
1081 */ 888 */
889 {
890 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1084 894
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 895 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 898 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1093 fix_player (op); 900 ob->update_stats ();
1094 901
1095 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1096 * is one for this race 903 * is one for this race
1097 */ 904 */
1098 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1099 { 906 {
1100 object *tmp; 907 object *tmp;
1101 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1102 909
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 911 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1110 * default initial map */ 917 * default initial map */
1111 free_object (tmp); 918 tmp->destroy ();
1112 } 919 }
1113 else 920 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 922}
1117 return 0;
1118 }
1119 923
924void
925player::chargen_race_next ()
926{
1120 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1122 */ 929 */
1123 930
1124 tmp_loop = 0; 931 do
1125 while (!tmp_loop)
1126 { 932 {
1127 shstr name = op->name; 933 shstr name = ob->name;
1128 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1129 935
1130 remove_statbonus (op); 936 ob->remove_statbonus ();
1131 remove_ob (op); 937 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 939 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 940 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1137 op->x = x; 943 ob->x = x;
1138 op->y = y; 944 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 948 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 949 }
950 while (!allowed_class (ob));
1145 951
1146 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 954 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 957 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 958}
1208 959
1209void 960void
1210flee_player (object *op) 961flee_player (object *op)
1211{ 962{
1241 { 992 {
1242 op->enemy = NULL; 993 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 995 return;
1245 } 996 }
997
1246 get_rangevector (op, op->enemy, &rv, 0); 998 get_rangevector (op, op->enemy, &rv, 0);
1247 999
1248 dir = absdir (4 + rv.direction); 1000 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1001 for (diff = 0; diff < 3; diff++)
1250 { 1002 {
1251 int m = 1 - (RANDOM () & 2); 1003 int m = 1 - (RANDOM () & 2);
1252 1004
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1006 return;
1256 }
1257 } 1007 }
1008
1258 /* Cornered, get rid of scared */ 1009 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1011 op->enemy = NULL;
1261} 1012}
1262 1013
1268int 1019int
1269check_pick (object *op) 1020check_pick (object *op)
1270{ 1021{
1271 object *tmp, *next; 1022 object *tmp, *next;
1272 int stop = 0; 1023 int stop = 0;
1273 int j, k, wvratio; 1024 int wvratio;
1274 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1275 1026
1276 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1278 return 1; 1029 return 1;
1279 1030
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1101 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1106 }
1107
1384 /* philosophy: 1108 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1109 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1110 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1113 * example.
1390 * The drawback: right now it has no frontend, so you need to 1114 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1115 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1367 * found object is returned.
1644 */ 1368 */
1645object * 1369object *
1646find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1647{ 1371{
1648 object *tmp = NULL; 1372 object *tmp = 0;
1649 1373
1650 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1654 return op; 1378 return op;
1379
1655 return tmp; 1380 return tmp;
1656} 1381}
1657 1382
1658/* 1383/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1388 */
1664
1665object * 1389object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1391{
1668 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1460 * op = the shooter
1737 * type = bow->race 1461 * type = bow->race
1738 * dir = fire direction 1462 * dir = fire direction
1739 */ 1463 */
1740
1741object * 1464object *
1742pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1743{ 1466{
1744 object *tmp = NULL; 1467 object *tmp = NULL;
1745 maptile *m; 1468 maptile *m;
1818 if (!dir) 1541 if (!dir)
1819 { 1542 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1544 return 0;
1822 } 1545 }
1823 if (op->type == PLAYER) 1546
1824 bow = op->contr->ranges[range_bow]; 1547 if (player *pl = op->contr)
1548 {
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1825 else 1558 else
1826 { 1559 {
1827 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1562 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1567 if (!bow)
1835 { 1568 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1570 return 0;
1838 } 1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1839 } 1580 }
1581
1840 if (!bow->race || !bow->skill) 1582 if (!bow->race || !bow->skill)
1841 { 1583 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1585 return 0;
1844 } 1586 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1589
1848 /* penalize ROF for bestarrow */ 1590 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1851 if (bowspeed < 1) 1594 if (bowspeed < 1)
1852 bowspeed = 1; 1595 bowspeed = 1;
1853 1596
1854 if (arrow == NULL) 1597 if (arrow == NULL)
1855 { 1598 {
1858 if (op->type == PLAYER) 1601 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1603 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1604 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1605 CLEAR_FLAG (op, FLAG_READY_BOW);
1606
1863 return 0; 1607 return 0;
1864 } 1608 }
1865 } 1609 }
1610
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1612 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1613 return 0;
1870 } 1614
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1616 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1618 return 0;
1875 } 1619 }
1876 1620
1877 /* this should not happen, but sometimes does */ 1621 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1622 if (arrow->nrof == 0)
1879 { 1623 {
1880 remove_ob (arrow); 1624 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1625 return 0;
1883 } 1626 }
1884 1627
1885 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1630 if (!arrow)
1888 { 1631 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1633 return 0;
1891 } 1634 }
1892 set_owner (arrow, op); 1635
1636 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1638 arrow->direction = dir;
1896 arrow->x = sx;
1897 arrow->y = sy;
1898 1639
1899 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1900 { 1641 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1643 op->update_stats ();
1903 } 1644 }
1904 1645
1905 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1647
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1651
1909 if (arrow->slaying != NULL) 1652 if (arrow->slaying)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1653 arrow->spellarg = strdup (arrow->slaying);
1911 1654
1912 /* Note that this was different for monsters - they got their level 1655 arrow->stats.dam += op->stats.dam + arrow->magic;
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917 1656
1918 /* update the speed */ 1657 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921 1660
1922 if (arrow->speed < 1.0) 1661 arrow->set_speed (max (arrow->speed, 1.0));
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0; 1662 arrow->speed_left = 0;
1926 1663
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665
1927 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1928 { 1667 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = op->slaying;
1934 } 1673 }
1935 else 1674 else
1936 { 1675 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1676 arrow->level = op->level;
1939 } 1677 arrow->stats.wc -= bow->magic;
1940 1678
1941 if (arrow->attacktype == AT_PHYSICAL) 1679 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying;
1681 }
1682
1683 arrow->stats.wc -= arrow->level;
1684
1942 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1943 1686
1944 if (bow->slaying != NULL)
1945 arrow->slaying = bow->slaying;
1946
1947 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1689
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1953 1692
1954 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1694 move_arrow (arrow);
1956 1695
1957 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1977{ 1716{
1978 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1979 1718
1980 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1981 { 1720 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1722 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1724 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1726 wcmod = -1;
1727
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1729 }
1990 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1991 { 1731 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2013 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2014 */ 1754 */
2015void 1755void
2016fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2017{ 1757{
2018 object *item; 1758 object *item = op->contr->ranged_ob;
2019 1759
2020 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2021 { 1761 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1763 return;
2024 } 1764 }
2025 1765
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1766 if (!item->inv)
2028 { 1767 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1769 return;
2031 } 1770 }
1771
2032 if (item->type == WAND) 1772 if (item->type == WAND)
2033 { 1773 {
2034 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2035 { 1775 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062 1802
2063 if (item->arch) 1803 if (item->arch)
2064 { 1804 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2067 item->speed = 0; 1807 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1808 }
1809
2070 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1812 }
2073 } 1813 }
2074 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1815 drain_rod_charge (item);
2077 }
2078 } 1816 }
2079} 1817}
2080 1818
2081/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2082 */ 1820 */
2087 1825
2088 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2090 make_visible (op); 1828 make_visible (op);
2091 1829
2092 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
2093 { 1833 {
2094 case range_none: 1834 control_golem (op->contr->golem, dir);
2095 return; 1835 return;
1836 }
2096 1837
2097 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
2098 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
2099 return; 1847 break;
2100 1848
2101 case range_magic: /* Casting spells */ 1849 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1851 break;
2104 1852
2105 case range_misc: 1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1862 default:
2106 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
2107 return; 1864 break;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 {
2112 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none;
2114 }
2115 else
2116 control_golem (op->contr->ranges[range_golem], dir);
2117 return;
2118
2119 case range_skill:
2120 if (!op->chosen_skill)
2121 {
2122 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2124 return;
2125 }
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return;
2128 case range_builder:
2129 apply_map_builder (op, dir);
2130 return;
2131 default:
2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133 return;
2134 } 1865 }
2135} 1866}
2136
2137
2138 1867
2139/* find_key 1868/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1869 * We try to find a key for the door as passed. If we find a key
2141 * and successfully use it, we return the key, otherwise NULL 1870 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1873 * pl is the player,
2145 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
2148 */ 1877 */
2149
2150object * 1878object *
2151find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
2152{ 1880{
2153 object *tmp, *key; 1881 object *tmp, *key;
2154 1882
2155 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1884 if (!container->inv)
2157 return NULL; 1885 return 0;
2158 1886
2159 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1889 {
2162 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1891 break;
2164 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
2166 */ 1894 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1896 break;
2169 } 1897 }
1898
2170 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1900 /* If we find and use a key in an inventory, return at that time.
2172 * otherwise, if we search all the inventories and still don't find 1901 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1902 * a key, return
2174 */ 1903 */
2175 if (!tmp) 1904 if (!tmp)
2176 { 1905 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1907 {
2179 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1910 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
2183 return key; 1912 return key;
2184 } 1913 }
2185 } 1914 }
1915
2186 if (!tmp) 1916 if (!tmp)
2187 return NULL; 1917 return NULL;
2188 } 1918 }
1919
2189 /* We get down here if we have found a key. Now if its in a container, 1920 /* We get down here if we have found a key. Now if its in a container,
2190 * see if we actually want to use it 1921 * see if we actually want to use it
2191 */ 1922 */
2192 if (pl != container) 1923 if (pl != container)
2193 { 1924 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2215 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1947 return NULL;
2217 } 1948 }
2218 } 1949 }
1950
2219 return tmp; 1951 return tmp;
2220} 1952}
2221 1953
2222/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1957 * 0 otherwise
2226 */ 1958 */
2227static int 1959static int
2228player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2229{ 1961{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* If its a door, try to find a use a key. If we do destroy the door,
2232 * might as well return immediately as there is nothing more to do - 1963 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2234 */ 1965 */
2235 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2238 if (key) 1969 if (key)
2239 { 1970 {
2240 object *container = key->env; 1971 object *container = key->env;
2241 1972
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
2243 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2244 make_visible (op); 1976 make_visible (op);
1977
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1979 spring_trap (door->inv, op);
1980
2247 if (door->type == DOOR) 1981 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1983 else if (door->type == LOCKED_DOOR)
2252 { 1984 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2254 remove_door2 (door); /* remove door without violence ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
2255 } 1987 }
1988
2256 /* Do this after we print the message */ 1989 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 1990 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 1991 /* Need to update the weight the container the key was in */
2259 if (container != op) 1992 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 1993 esrv_update_item (UPD_WEIGHT, op, container);
1994
2261 return 1; /* Nothing more to do below */ 1995 return 1; /* Nothing more to do below */
2262 } 1996 }
2263 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2264 { 1998 {
2265 /* Might as well return now - no other way to open this */ 1999 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 2001 return 1;
2268 } 2002 }
2003
2269 return 0; 2004 return 0;
2270} 2005}
2271 2006
2272/* This function is just part of a breakup from move_player. 2007/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 2008 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2009 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2010 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2011 * going to try and move (not fire weapons).
2277 */ 2012 */
2278
2279void 2013void
2280move_player_attack (object *op, int dir) 2014move_player_attack (object *op, int dir)
2281{ 2015{
2282 object *tmp, *mon; 2016 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 2017 int on_battleground;
2285 maptile *m; 2018 maptile *m;
2286 2019
2287 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2289 2022
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2291 2024
2292 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2293 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2294 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2295 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2300 */ 2033 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302 { 2035 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 { 2037 {
2305 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2306 if (!m) 2039 if (!m)
2307 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2308 } 2041 }
2309 else 2042 else
2310 m = op->map; 2043 m = op->map;
2311 2044
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2313 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315 return; 2046 return;
2316 }
2317 2047
2318 mon = NULL; 2048 mon = 0;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2320 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2321 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2052 * on the space
2323 */ 2053 */
2324 while (tmp != NULL) 2054 while (tmp)
2325 { 2055 {
2326 if (tmp == op) 2056 if (tmp == op)
2327 { 2057 {
2328 tmp = tmp->above; 2058 tmp = tmp->above;
2329 continue; 2059 continue;
2339 mon = tmp; 2069 mon = tmp;
2340 2070
2341 tmp = tmp->above; 2071 tmp = tmp->above;
2342 } 2072 }
2343 2073
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2075 return; /* into a wall */
2346 2076
2347 if (mon->head != NULL) 2077 if (mon->head)
2348 mon = mon->head; 2078 mon = mon->head;
2349 2079
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2352 return; 2082 return;
2364 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2365 */ 2095 */
2366 if ((op->type == PLAYER) 2096 if ((op->type == PLAYER)
2367#if COZY_SERVER 2097#if COZY_SERVER
2368 && 2098 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2099 ((mon->owner && mon->owner->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2371#else 2101#else
2372 && get_owner (mon) == op 2102 && mon->owner == op
2373#endif 2103#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2105 {
2376 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2107 if (op->contr->braced)
2378 return; 2108 return;
2109
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2113 make_visible (op);
2114
2383 return; 2115 return;
2384 } 2116 }
2385 2117
2386 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2389 * attack them either. 2121 * attack them either.
2390 */ 2122 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2126 (op->contr->peaceful
2395 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2396 && mon->contr-> 2128 && mon->contr->
2397 peaceful)) && 2129 peaceful)) &&
2398#else 2130#else
2399 op->contr->peaceful && 2131 op->contr->peaceful &&
2400#endif 2132#endif
2401 !on_battleground)) 2133 !on_battleground))
2402 { 2134 {
2403 if (!op->contr->braced) 2135 if (!op->contr->braced)
2404 { 2136 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2407 } 2139 }
2408 else 2140 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2142
2412 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2144 make_visible (op);
2414 } 2145 }
2415 2146
2416 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2427 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2428 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2429 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2430 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2162 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2434 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2165 {
2436 2166
2437 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2445 2175
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 } 2177 }
2448 2178
2449 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2450 2180
2451 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2184 * the wiz.
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 { 2187 {
2458 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2459 2189
2460 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2463 } 2193 }
2194
2464 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2465 make_visible (op); 2196 make_visible (op);
2466 } 2197 }
2467 } /* if player should attack something */ 2198 } /* if player should attack something */
2468} 2199}
2470int 2201int
2471move_player (object *op, int dir) 2202move_player (object *op, int dir)
2472{ 2203{
2473 int pick; 2204 int pick;
2474 2205
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2207 return 0;
2477 2208
2478 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2480 { 2211 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2213 return 0;
2483 } 2214 }
2484 2215
2485 /* peterm: added following line */ 2216 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2219
2489 op->facing = dir; 2220 op->facing = dir;
2490 2221
2491 if (op->hide) 2222 if (op->hide)
2492 do_hidden_move (op); 2223 do_hidden_move (op);
2503 2234
2504 /* Add special check for newcs players and fire on - this way, the 2235 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2236 * server can handle repeat firing.
2506 */ 2237 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2239 op->direction = dir;
2510 }
2511 else 2240 else
2512 {
2513 op->direction = 0; 2241 op->direction = 0;
2514 } 2242
2515 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2245 * for players.
2518 */ 2246 */
2519 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2528 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2529 */ 2257 */
2530int 2258int
2531handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2532{ 2260{
2533 if (op->contr->hidden)
2534 {
2535 op->invisible = 1000;
2536 /* the socket code flashes the player visible/invisible
2537 * depending on the value of invisible, so we need to
2538 * alternate it here for it to work correctly.
2539 */
2540 if (pticks & 2)
2541 op->invisible--;
2542 }
2543 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544 {
2545 op->invisible--;
2546 if (!op->invisible)
2547 {
2548 make_visible (op);
2549 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2550 }
2551 }
2552
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2262 {
2555 flee_player (op); 2263 flee_player (op);
2556 /* 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 */
2557 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2558 { 2266 {
2559 op->speed_left--; 2267 op->speed_left--;
2560 return 0; 2268 return 0;
2561 } 2269 }
2562 } 2270 }
2563
2564 /* I've been seeing crashes where the golem has been destroyed, but
2565 * the player object still points to the defunct golem. The code that
2566 * destroys the golem looks correct, and it doesn't always happen, so
2567 * put this in a a workaround to clean up the golem pointer.
2568 */
2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2570 op->contr->ranges[range_golem] = 0;
2571 2271
2572 /* 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
2573 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2274 * called, so we recheck it here.
2575 */ 2275 */
2576 HandleClient (&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2277 return 1;
2278
2577 if (op->speed_left < 0) 2279 if (op->speed_left > 0)
2578 return 0; 2280 {
2579
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2282 {
2582 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--; 2284 op->speed_left--;
2584 2285
2585 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2586 * 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
2587 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2588 */ 2289 */
2589 move_player (op, op->direction); 2290 move_player (op, op->direction);
2590 if (op->speed_left > 0) 2291
2591 return 1; 2292 return op->speed_left > 0;
2592 else 2293 }
2593 return 0;
2594 } 2294 }
2295
2595 return 0; 2296 return 0;
2596} 2297}
2597 2298
2598int 2299int
2599save_life (object *op) 2300save_life (object *op)
2600{ 2301{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2303 return 0;
2605 2304
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2307 {
2609 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);
2610 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
2611 if (op->contr) 2311 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2312 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2313
2614 free_object (tmp); 2314 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2315 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316
2616 if (op->stats.hp < 0) 2317 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2319
2618 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2619 op->stats.food = 999; 2321 op->stats.food = 999;
2620 fix_player (op); 2322
2323 op->update_stats ();
2621 return 1; 2324 return 1;
2622 } 2325 }
2326
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2330 return 0;
2627} 2331}
2632 * from. 2336 * from.
2633 */ 2337 */
2634void 2338void
2635remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2636{ 2340{
2637 object *next;
2638
2639 while (op) 2341 while (op)
2640 { 2342 {
2641 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' */
2642 * we remove object 'op' 2344
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2346 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2652 } 2351 }
2653 else if (op->inv) 2352 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2354
2655 op = next; 2355 op = next;
2656 } 2356 }
2657} 2357}
2658
2659 2358
2660/* 2359/*
2661 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2376 else
2678 sprintf (buf, "%s\n", &op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2380 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2682 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);
2683 else 2383 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2387 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2688 { 2389 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2392 strcat (buf2, buf);
2692 } 2393 }
2394
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2696 return buf2; 2399 return buf2;
2697} 2400}
2698
2699
2700 2401
2701void 2402void
2702do_some_living (object *op) 2403do_some_living (object *op)
2703{ 2404{
2704 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2411 int rate_grace = 2000;
2711 const int max_hp = 1; 2412 const int max_hp = 1;
2712 const int max_sp = 1; 2413 const int max_sp = 1;
2713 const int max_grace = 1; 2414 const int max_grace = 1;
2714 2415
2715 if (op->contr->outputs_sync) 2416 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 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 }
2721 2434
2722 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2723 { 2436 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2441 else
2730 { 2442 {
2731 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2445 }
2446
2734 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2449 else
2737 { 2450 {
2738 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2453 }
2454
2741 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2457 else
2744 { 2458 {
2745 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2461 }
2748 2462
2749 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2465 {
2752 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);
2753 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2754 { 2468 {
2755 op->stats.sp++; 2469 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2477 op->stats.food = last_food;
2764 } 2478 }
2765 } 2479 }
2480
2766 if (max_sp > 1) 2481 if (max_sp > 1)
2767 { 2482 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2484 if (over_sp > 0)
2770 { 2485 {
2771 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2772 { 2487 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2774 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))
2775 op->stats.sp--; 2491 op->stats.sp--;
2492
2776 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2778 } 2495 }
2779 op->last_sp = 0; 2496 op->last_sp = 0;
2780 } 2497 }
2781 else 2498 else
2782 {
2783 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);
2784 }
2785 } 2500 }
2786 else 2501 else
2787 {
2788 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);
2789 }
2790 } 2503 }
2791 2504
2792 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2795 { 2508 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2798 if (max_grace > 1) 2512 if (max_grace > 1)
2799 { 2513 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2515 if (over_grace > 0)
2802 { 2516 {
2830 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2546 op->stats.food = last_food;
2833 } 2547 }
2834 } 2548 }
2549
2835 if (max_hp > 1) 2550 if (max_hp > 1)
2836 { 2551 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2553 if (over_hp > 0)
2839 { 2554 {
2863 2578
2864 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2581 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2868 /* dms do not consume food */ 2584 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2586 op->stats.food--;
2871 } 2587 }
2872 }
2873 2588
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2590 {
2876 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2877 2592
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2594 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2602 break;
2888 } 2603 }
2889 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2890 flesh = tmp; 2605 flesh = tmp;
2891 } /* End if paid for object */ 2606 } /* End if paid for object */
2892 } /* end of for loop */ 2607 } /* end of for loop */
2608
2893 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2610 * eat flesh instead.
2895 */ 2611 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2613 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2900 } 2616 }
2901 } /* end if player is starving */ 2617 }
2902 2618
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2905 2621
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2623 kill_player (op);
2624 }
2908} 2625}
2909
2910
2911 2626
2912/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2630 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2662
2948 /* restore player */ 2663 /* restore player */
2949 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2666 {
2953 remove_ob (tmp); 2667 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2669 }
2957 2670
2958 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2673 {
2962 remove_ob (tmp); 2674 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2676 }
2966 2677
2967 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2681 op->stats.food = 999;
2971 2682
2972 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2685 {
2976 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2687 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2979 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2691 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2695 }
2987 2696
2988 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2699 op->contr->braced = 0;
2995 2704
2996 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2997 2706
2998 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2999 { 2708 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.food = 999;
3005 return;
3006 }
3007 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3009 } 2711 }
3010 else 2712 else
3011 {
3012 if (op->contr->explore)
3013 {
3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3016 op->stats.hp = op->stats.maxhp;
3017 return;
3018 }
3019 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3020 } 2714
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2716
3023 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3024 x = op->x; 2718 x = op->x;
3025 y = op->y; 2719 y = op->y;
3026 map = op->map; 2720 map = op->map;
3027 2721
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3033 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3034 */ 2725 */
3035 2726
3036 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2729 * of death.
3039 */ 2730 */
3040#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3042 { 2733 {
3043 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2736 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2739 little bit harder. */
3049 /* GD */ 2740 /* GD */
3050 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2742 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2743 else
3056 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3057 num_stats_lose = 1; 2747 num_stats_lose = 1;
3058 } 2748
3059 lost_a_stat = 0; 2749 lost_a_stat = 0;
3060 2750
3061 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3062 { 2752 {
3063 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3064 2754
3065 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3066 { 2756 {
3067 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3068 * what he lost. 2758 * what he lost.
3069 */ 2759 */
3070 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3076 } 2778 }
3077 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3078 { 2781 {
3079 /* deplete a stat */ 2782 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3081 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3082 2785 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2786 {
3086 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3088 } 2789
3089 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 if (this_stat < 0) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2796 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2797 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2799 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2800 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2801 else
3131 if (this_stat >= -50)
3132 { 2802 {
3133 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2808 }
3139 } 2809 }
3140 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3141 } 2829 }
2830 }
2831 }
3142 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2833 if (!lost_a_stat)
3144 { 2834 {
3145 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3148 2838
3149 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3150 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2841 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2843 }
3154#else 2844#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2846#endif
3157 2847
3158 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2849 * exp loss on the stone.
3160 */ 2850 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2853 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3166 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); 2856 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);
3167 tmp->msg = buf; 2857 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2860
3171 /**************************************/ 2861 /**************************************/
3172 /* */ 2862 /* */
3173 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3176 /* */ 2866 /* */
3177 /**************************************/ 2867 /**************************************/
3178 2868
3179 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2870 /* restore player */
3181 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3183 if (tmp) 2874 if (tmp)
3184 { 2875 {
3185 remove_ob (tmp); 2876 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2878 }
3189 2879
3190 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2882 if (tmp)
3193 { 2883 {
3194 remove_ob (tmp); 2884 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2886 }
3198 2887
3199 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3200 2889
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3204 op->stats.food = 900; 2893 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2897
3209 /* 2898 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3212 * in the map. 2901 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3217 2903
3218 /****************************************/ 2904 /****************************************/
3219 /* */ 2905 /* */
3220 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3222 /* */ 2908 /* */
3223 /****************************************/ 2909 /****************************************/
3224 2910
3225 enter_player_savebed (op); 2911 enter_player_savebed (op);
3226 2912
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2913 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2914
3233 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2918 * on the space that might harm the player.
3237 */ 2919 */
3238 will_kill_again = 0; 2920 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3242 2924
3243 if (will_kill_again) 2925 if (will_kill_again)
3244 { 2926 {
3245 object *force; 2927 object *force;
3246 int at; 2928 int at;
3247 2929
3248 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2932 force->speed = 0.1;
3251 force->speed_left = -5.0; 2933 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2937 force->resist[at] = 100;
3256 2938
3257 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3258 fix_player (op); 2940 op->update_stats ();
3259 2941
3260 } 2942 }
3261 2943
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 2945}
3332
3333 2946
3334void 2947void
3335loot_object (object *op) 2948loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3338 2951
3339 if (op->container) 2952 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2953
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3345 { 2955 {
3346 next = tmp->below; 2956 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3348 continue; 2959 continue;
3349 remove_ob (tmp); 2960
2961 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3351 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2966
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2968 {
3357 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3358 { 2970 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2972 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2974 }
3363 else 2975 else
3364 free_object (tmp); 2976 tmp->destroy ();
3365 } 2977 }
3366 else 2978 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2980 }
3369} 2981}
3371/* 2983/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2986 * was changed.
3375 */ 2987 */
3376
3377void 2988void
3378fix_weight (void) 2989fix_weight (void)
3379{ 2990{
3380 player *pl; 2991 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2992 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 2994
3386 if (old == sum) 2995 if (old == sum)
3387 continue; 2996 continue;
3388 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 2999 }
3391} 3000}
3392 3001
3393void 3002void
3394fix_luck (void) 3003fix_luck (void)
3395{ 3004{
3396 player *pl; 3005 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3401} 3008}
3402
3403 3009
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3407 */ 3013 */
3408
3409void 3014void
3410cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3411{ 3016{
3412 object *skop, *spob; 3017 object *skop, *spob;
3413 3018
3434 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3041
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3043
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3045}
3443 3046
3444void 3047void
3445make_visible (object *op) 3048make_visible (object *op)
3446{ 3049{
3449 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3450 { 3053 {
3451 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3453 } 3056 }
3057
3454 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3455} 3059}
3456 3060
3457int 3061int
3458is_true_undead (object *op) 3062is_true_undead (object *op)
3459{ 3063{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3065 return 1;
3464 3066
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3067 return 0;
3471} 3068}
3472 3069
3473/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3530 3127
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3129
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3537 { 3133 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3135 make_visible (op);
3540 return; 3136 return;
3541 } 3137 }
3542 else 3138 else
3543 num += 20; 3139 num += 20;
3544 } 3140
3545 num += op->map->difficulty; 3141 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3143 num -= hide;
3144
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3146 {
3550 make_visible (op); 3147 make_visible (op);
3551 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3150 }
3554 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3153}
3559 3154
3560/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3561 3156
3562int 3157int
3589 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3590 continue; 3185 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3187 continue;
3593 3188
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3190 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3192 return 1;
3598 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3599 { 3194 {
3629 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3630 { 3225 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3227 return -1;
3633 } 3228 }
3229
3634 if (!pl || !op) 3230 if (!pl || !op)
3635 return 0; 3231 return 0;
3636 3232
3637 if (op->head)
3638 {
3639 op = op->head; 3233 op = op->head_ ();
3640 } 3234
3641 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3642 3236
3643 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3238 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3653 3247
3654 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3250 * for any meaningful values.
3657 */ 3251 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3255 return 1;
3662 op = op->more; 3256 op = op->more;
3663 } 3257 }
3664 return 0; 3258 return 0;
3665} 3259}
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3357 int i = 0, j = 0;
3764 3358
3765 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3768 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3770 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3772 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3774 3368
3775 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3776 return; 3370 return;
3777 3371
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3373
3780 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3781 { 3375 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3377 return;
3784 } 3378 }
3785 3379
3851 { 3445 {
3852 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3447 object *skin;
3854 3448
3855 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3857 if (skin == NULL) 3454 if (!skin)
3858 return; 3455 return;
3859 3456
3860 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3459 {
3907 * not readied. 3504 * not readied.
3908 */ 3505 */
3909void 3506void
3910player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3911{ 3508{
3912 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3913 3511
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3915 { 3513 pl->combat_ob = 0;
3514
3916 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3917 { 3516 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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