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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 1.127 by root, Sat May 12 18:14:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
321/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
323 * mode. 371 * mode.
324 */ 372 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
330 377
331 p = get_player (NULL); 378 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));
334 379
335 if (p->socket.faces_sent == NULL) 380 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
337 383
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); 384 set_first_map (pl->ob);
345 385
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; 386 return pl;
354} 387}
355 388
356/* 389/*
357 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
367 { 400 {
368 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
369 at = first_archetype; 402 at = first_archetype;
370 else 403 else
371 at = at->next; 404 at = at->next;
405
372 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
373 return at; 407 return at;
408
374 if (at == start) 409 if (at == start)
375 { 410 {
376 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 412 exit (-1);
378 } 413 }
379 } 414 }
380} 415}
381 416
382
383object * 417object *
384get_nearest_player (object *mon) 418get_nearest_player (object *mon)
385{ 419{
386 object *op = NULL; 420 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 421 objectlink *ol;
389 unsigned lastdist; 422 unsigned lastdist;
390 rv_vector rv; 423 rv_vector rv;
391 424
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 426 {
394 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 434 object *tmp = ol->ob;
402 435
403 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 437 * itself will have been cleared.
405 */ 438 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
407 ol = ol->next; 441 ol = ol->next;
408 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
409 if (!ol) 443 if (!ol)
410 return op; 444 return op;
411 } 445 }
424 { 458 {
425 op = ol->ob; 459 op = ol->ob;
426 lastdist = rv.distance; 460 lastdist = rv.distance;
427 } 461 }
428 } 462 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 463
430 { 464 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
435 { 467 {
436 op = pl->ob; 468 op = pl->ob;
437 lastdist = rv.distance; 469 lastdist = rv.distance;
438 } 470 }
439 } 471
440 }
441#if 0 472#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 474#endif
444 return op; 475 return op;
445} 476}
463 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 496 * is probably not a good thing.
466 */ 497 */
467#define MAX_SPACES 50 498#define MAX_SPACES 50
468
469 499
470/* 500/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 534 x = mon->x;
505 y = mon->y; 535 y = mon->y;
506 m = mon->map; 536 m = mon->map;
507 dir = rv.direction; 537 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
510 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 542 if (diff > max)
512 return 0; 543 return 0;
544
513 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
514 { 546 {
515 lastx = x; 547 lastx = x;
516 lasty = y; 548 lasty = y;
517 lastmap = m; 549 lastmap = m;
599 max--; 631 max--;
600 lastdir = dir; 632 lastdir = dir;
601 if (!firstdir) 633 if (!firstdir)
602 firstdir = dir; 634 firstdir = dir;
603 } 635 }
636
604 if (diff <= 1) 637 if (diff <= 1)
605 { 638 {
606 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 640 * headed toward player for entire distance.
608 */ 641 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 644 }
645
612 if (diff > max) 646 if (diff > max)
613 return 0; 647 return 0;
614 } 648 }
649
615 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
616 if (!max) 651 if (!max)
617 return 0; 652 return 0;
618 653
619 return firstdir; 654 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 685 {
651 remove_ob (op); 686 op->destroy ();
652 free_object (op);
653 continue; 687 continue;
654 } 688 }
655 } 689 }
656 690
657 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
669 break; 703 break;
670 704
671 if (tmp) 705 if (tmp)
672 { 706 {
673 remove_ob (op); 707 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 709 continue;
677 } 710 }
711
678 if (op->nrof > 1) 712 if (op->nrof > 1)
679 op->nrof = 1; 713 op->nrof = 1;
680 } 714 }
681 715
682 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 730 }
697 if (op->type == SPELL) 731 if (op->type == SPELL)
698 { 732 {
699 remove_ob (op); 733 op->destroy ();
700 free_object (op);
701 continue; 734 continue;
702 } 735 }
703 else if (op->type == SKILL) 736 else if (op->type == SKILL)
704 { 737 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
715 link_player_skills (pl); 748 link_player_skills (pl);
716} 749}
717 750
718void 751void
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) 752get_party_password (object *op, partylist *party)
803{ 753{
804 if (party == NULL) 754 if (party == NULL)
805 { 755 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 757 return;
808 } 758 }
759
809 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 764}
814
815 765
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 767static int
818roll_stat (void) 768roll_stat (void)
819{ 769{
820 int a[4], i, j, k; 770 int a[4], i, j, k;
821 771
822 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
824 774
825 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 776 if (a[i] < k)
827 k = a[i], j = i; 777 k = a[i], j = i;
828 778
829 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 780 if (i != j)
832 k += a[i]; 781 k += a[i];
833 } 782
834 return k; 783 return k;
835} 784}
836 785
837void 786void
838roll_stats (object *op) 787object::roll_stats ()
839{ 788{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 789 int statsort [7];
843 790
844 do 791 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 } 792 {
855 while (sum < 82 || sum > 116); 793 int sum = 0;
794 for (int i = 7; i--; )
795 sum += statsort [i] = roll_stat ();
856 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
857 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 802 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;
865 803
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]; 804 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
890 811
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; 812 stats.exp = 0;
902 op->stats.ac = 0; 813 stats.ac = 0;
903 814
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; 815 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
912 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
913} 827}
914 828
915void 829void
916Roll_Again (object *op) 830object::swap_stats (int a, int b)
917{ 831{
918 esrv_new_player (op->contr, 0); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 833
923void 834 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
925{ 861{
926 signed char tmp;
927 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
928 863
929 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1044 869
1045/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1049 * not the class. 874 * not the class.
1050 */ 875 */
1051 876void
1052int 877player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 878{
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 */ 879 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
1071 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1073 888
1074 op->contr->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1075 890
1076 if (op->msg) 891 if (ob->msg)
1077 op->msg = NULL; 892 ob->msg = 0;
1078 893
1079 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1080 * to save here. 895 * to save here.
1081 */ 896 */
897 {
898 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1084 902
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 903 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 906 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1093 fix_player (op); 908 ob->update_stats ();
1094 909
1095 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1096 * is one for this race 911 * is one for this race
1097 */ 912 */
1098 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1099 { 914 {
1100 object *tmp; 915 object *tmp;
1101 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1102 917
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 919 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1110 * default initial map */ 925 * default initial map */
1111 free_object (tmp); 926 tmp->destroy ();
1112 } 927 }
1113 else 928 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 930}
1117 return 0;
1118 }
1119 931
932void
933player::chargen_race_next ()
934{
1120 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1122 */ 937 */
1123 938
1124 tmp_loop = 0; 939 do
1125 while (!tmp_loop)
1126 { 940 {
1127 shstr name = op->name; 941 shstr name = ob->name;
1128 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1129 943
1130 remove_statbonus (op); 944 ob->remove_statbonus ();
1131 remove_ob (op); 945 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 947 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 948 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1137 op->x = x; 951 ob->x = x;
1138 op->y = y; 952 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 956 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 957 }
958 while (!allowed_class (ob));
1145 959
1146 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 962 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 965 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} 966}
1208 967
1209void 968void
1210flee_player (object *op) 969flee_player (object *op)
1211{ 970{
1241 { 1000 {
1242 op->enemy = NULL; 1001 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1003 return;
1245 } 1004 }
1005
1246 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1247 1007
1248 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1250 { 1010 {
1251 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1252 1012
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1014 return;
1256 }
1257 } 1015 }
1016
1258 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1019 op->enemy = NULL;
1261} 1020}
1262 1021
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1023 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1024 * stop.
1267 */ 1025 */
1268int 1026int
1269check_pick (object *op) 1027check_pick (object *op)
1270{ 1028{
1271 object *tmp, *next; 1029 object *tmp, *next;
1272 int stop = 0; 1030 int stop = 0;
1273 int j, k, wvratio; 1031 int wvratio;
1274 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1275 1033
1276 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1278 return 1; 1036 return 1;
1279 1037
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1108 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1384 /* philosophy: 1115 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1116 * 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 1117 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1120 * example.
1390 * The drawback: right now it has no frontend, so you need to 1121 * 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 1122 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1374 * found object is returned.
1644 */ 1375 */
1645object * 1376object *
1646find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1647{ 1378{
1648 object *tmp = NULL; 1379 object *tmp = 0;
1649 1380
1650 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1654 return op; 1385 return op;
1386
1655 return tmp; 1387 return tmp;
1656} 1388}
1657 1389
1658/* 1390/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1395 */
1664
1665object * 1396object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1398{
1668 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1467 * op = the shooter
1737 * type = bow->race 1468 * type = bow->race
1738 * dir = fire direction 1469 * dir = fire direction
1739 */ 1470 */
1740
1741object * 1471object *
1742pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1743{ 1473{
1744 object *tmp = NULL; 1474 object *tmp = NULL;
1745 maptile *m; 1475 maptile *m;
1818 if (!dir) 1548 if (!dir)
1819 { 1549 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1551 return 0;
1822 } 1552 }
1823 if (op->type == PLAYER) 1553
1824 bow = op->contr->ranges[range_bow]; 1554 if (player *pl = op->contr)
1555 {
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1825 else 1560 else
1826 { 1561 {
1827 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1569 if (!bow)
1835 { 1570 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1572 return 0;
1838 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1839 } 1582 }
1583
1840 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1841 { 1585 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1587 return 0;
1844 } 1588 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1591
1848 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1851 if (bowspeed < 1) 1596 if (bowspeed < 1)
1852 bowspeed = 1; 1597 bowspeed = 1;
1853 1598
1854 if (arrow == NULL) 1599 if (arrow == NULL)
1855 { 1600 {
1858 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1604 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 */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1606 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1608
1863 return 0; 1609 return 0;
1864 } 1610 }
1865 } 1611 }
1612
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1613 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1614 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1615 return 0;
1870 } 1616
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1617 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1618 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1619 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1620 return 0;
1875 } 1621 }
1876 1622
1877 /* this should not happen, but sometimes does */ 1623 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1624 if (arrow->nrof == 0)
1879 { 1625 {
1880 remove_ob (arrow); 1626 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1627 return 0;
1883 } 1628 }
1884 1629
1885 left = arrow; /* these are arrows left to the player */ 1630 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1631 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1632 if (!arrow)
1888 { 1633 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1635 return 0;
1891 } 1636 }
1892 set_owner (arrow, op); 1637
1638 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1639 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1640 arrow->direction = dir;
1896 arrow->x = sx; 1641
1897 arrow->y = sy; 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645
1646 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying);
1898 1648
1899 if (op->type == PLAYER) 1649 if (op->type == PLAYER)
1900 { 1650 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1652 op->update_stats ();
1903 } 1653 }
1904 1654
1905 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911 1656
1912 /* Note that this was different for monsters - they got their level 1657 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 1658
1918 /* update the speed */ 1659 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1921 1662
1922 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1926 1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1927 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1928 { 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1934 } 1677 }
1935 else 1678 else
1936 { 1679 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1680 arrow->level = op->level;
1939 } 1681 arrow->stats.wc -= bow->magic;
1940 1682
1941 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1942 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1943 1688
1944 if (bow->slaying != NULL) 1689 arrow->stats.wc -= arrow->level;
1945 arrow->slaying = bow->slaying;
1946 1690
1947 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1693
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1695 m->insert (arrow, sx, sy, op);
1953 1696
1954 if (!arrow->destroyed ()) 1697 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1698 move_arrow (arrow);
1956 1699
1957 if (op->type == PLAYER) 1700 if (op->type == PLAYER)
1977{ 1720{
1978 int ret = 0, wcmod = 0; 1721 int ret = 0, wcmod = 0;
1979 1722
1980 if (op->contr->bowtype == bow_bestarrow) 1723 if (op->contr->bowtype == bow_bestarrow)
1981 { 1724 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1726 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1728 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1730 wcmod = -1;
1731
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1733 }
1990 else if (op->contr->bowtype == bow_threewide) 1734 else if (op->contr->bowtype == bow_threewide)
1991 { 1735 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 else if (op->contr->bowtype == bow_spreadshot) 1740 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1741 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1743 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1745 }
2003 else 1746 else
2004 { 1747 {
2005 /* Simple case */ 1748 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1750 }
1751
2008 return ret; 1752 return ret;
2009} 1753}
2010 1754
2011 1755
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
2014 */ 1758 */
2015void 1759void
2016fire_misc_object (object *op, int dir) 1760fire_misc_object (object *op, int dir)
2017{ 1761{
2018 object *item; 1762 object *item = op->contr->ranged_ob;
2019 1763
2020 if (!op->contr->ranges[range_misc]) 1764 if (!item)
2021 { 1765 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1767 return;
2024 } 1768 }
2025 1769
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1770 if (!item->inv)
2028 { 1771 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1773 return;
2031 } 1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
2032 if (item->type == WAND) 1779 if (item->type == WAND)
2033 { 1780 {
2034 if (item->stats.food <= 0) 1781 if (item->stats.food <= 0)
2035 { 1782 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
2038 return; 1786 return;
2039 } 1787 }
2040 } 1788 }
2041 else if (item->type == ROD || item->type == HORN) 1789 else if (item->type == ROD || item->type == HORN)
2042 { 1790 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 { 1792 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
2046 if (item->type == ROD) 1795 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1797 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
2050 return; 1800 return;
2051 } 1801 }
2052 } 1802 }
2053 1803
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1804 if (cast_spell (op, item, dir, item->inv, NULL))
2062 1812
2063 if (item->arch) 1813 if (item->arch)
2064 { 1814 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1815 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1816 item->face = item->arch->clone.face;
2067 item->speed = 0; 1817 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1818 }
1819
2070 if ((tmp = is_player_inv (item))) 1820 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1821 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1822 }
2073 } 1823 }
2074 else if (item->type == ROD || item->type == HORN) 1824 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1825 drain_rod_charge (item);
2077 }
2078 } 1826 }
2079} 1827}
2080 1828
2081/* Received a fire command for the player - go and do it. 1829/* Received a fire command for the player - go and do it.
2082 */ 1830 */
2087 1835
2088 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1837 if (action_makes_visible (op))
2090 make_visible (op); 1838 make_visible (op);
2091 1839
2092 switch (op->contr->shoottype) 1840 player *pl = op->contr;
1841
1842 if (pl->golem)
2093 { 1843 {
2094 case range_none: 1844 control_golem (op->contr->golem, dir);
2095 return; 1845 return;
1846 }
2096 1847
2097 case range_bow: 1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2098 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2099 return; 1857 break;
2100 1858
2101 case range_magic: /* Casting spells */ 1859 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1861 break;
2104 1862
2105 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2106 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2107 return; 1874 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 } 1875 }
2135} 1876}
2136
2137
2138 1877
2139/* find_key 1878/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1879 * 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 1880 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1881 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1883 * pl is the player,
2145 * inv is the objects inventory to searched 1884 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1885 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1886 * This function can be called recursively to search containers.
2148 */ 1887 */
2149
2150object * 1888object *
2151find_key (object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
2152{ 1890{
2153 object *tmp, *key; 1891 object *tmp, *key;
2154 1892
2155 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1894 if (!container->inv)
2157 return NULL; 1895 return 0;
2158 1896
2159 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1899 {
2162 if (door->type == DOOR && tmp->type == KEY) 1900 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1901 break;
2164 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
2166 */ 1904 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1906 break;
2169 } 1907 }
1908
2170 /* No key found - lets search inventories now */ 1909 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1910 /* 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 1911 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1912 * a key, return
2174 */ 1913 */
2175 if (!tmp) 1914 if (!tmp)
2176 { 1915 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1916 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1917 {
2179 /* No reason to search empty containers */ 1918 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1919 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1920 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1921 if ((key = find_key (pl, tmp, door)))
2183 return key; 1922 return key;
2184 } 1923 }
2185 } 1924 }
1925
2186 if (!tmp) 1926 if (!tmp)
2187 return NULL; 1927 return NULL;
2188 } 1928 }
1929
2189 /* We get down here if we have found a key. Now if its in a container, 1930 /* 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 1931 * see if we actually want to use it
2191 */ 1932 */
2192 if (pl != container) 1933 if (pl != container)
2193 { 1934 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1955 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)); 1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1957 return NULL;
2217 } 1958 }
2218 } 1959 }
1960
2219 return tmp; 1961 return tmp;
2220} 1962}
2221 1963
2222/* moved door processing out of move_player_attack. 1964/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1965 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1967 * 0 otherwise
2226 */ 1968 */
2227static int 1969static int
2228player_attack_door (object *op, object *door) 1970player_attack_door (object *op, object *door)
2229{ 1971{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1972 /* 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 - 1973 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1974 * otherwise, we fall through to the rest of the code.
2234 */ 1975 */
2235 object *key = find_key (op, op, door); 1976 object *key = find_key (op, op, door);
2238 if (key) 1979 if (key)
2239 { 1980 {
2240 object *container = key->env; 1981 object *container = key->env;
2241 1982
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984
2243 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2244 make_visible (op); 1986 make_visible (op);
1987
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2247 if (door->type == DOOR) 1991 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2252 { 1994 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 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 ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2255 } 1997 }
1998
2256 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2259 if (container != op) 2002 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2261 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2262 } 2006 }
2263 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2264 { 2008 {
2265 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 2011 return 1;
2268 } 2012 }
2013
2269 return 0; 2014 return 0;
2270} 2015}
2271 2016
2272/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2277 */ 2022 */
2278
2279void 2023void
2280move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2281{ 2025{
2282 object *tmp, *mon; 2026 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 2027 int on_battleground;
2285 maptile *m; 2028 maptile *m;
2286 2029
2287 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2289 2032
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2291 2034
2292 /* If braced, or can't move to the square, and it is not out of the 2035 /* 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 2036 * 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 2037 * 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 2038 * player. This is a pretty nasty hack, because if we could
2300 */ 2043 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302 { 2045 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2046 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 { 2047 {
2305 m = get_map_from_coord (op->map, &nx, &ny); 2048 m = op->map->xy_find (nx, ny);
2306 if (!m) 2049 if (!m)
2307 return; /* Don't think this should happen */ 2050 return; /* Don't think this should happen */
2308 } 2051 }
2309 else 2052 else
2310 m = op->map; 2053 m = op->map;
2311 2054
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2055 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; 2056 return;
2316 }
2317 2057
2318 mon = NULL; 2058 mon = 0;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2059 /* 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. 2060 * 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 2061 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2062 * on the space
2323 */ 2063 */
2324 while (tmp != NULL) 2064 while (tmp)
2325 { 2065 {
2326 if (tmp == op) 2066 if (tmp == op)
2327 { 2067 {
2328 tmp = tmp->above; 2068 tmp = tmp->above;
2329 continue; 2069 continue;
2339 mon = tmp; 2079 mon = tmp;
2340 2080
2341 tmp = tmp->above; 2081 tmp = tmp->above;
2342 } 2082 }
2343 2083
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2084 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2085 return; /* into a wall */
2346 2086
2347 if (mon->head != NULL) 2087 if (mon->head)
2348 mon = mon->head; 2088 mon = mon->head;
2349 2089
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon)) 2091 if (player_attack_door (op, mon))
2352 return; 2092 return;
2364 * player owns it and it is either friendly or unagressive. 2104 * player owns it and it is either friendly or unagressive.
2365 */ 2105 */
2366 if ((op->type == PLAYER) 2106 if ((op->type == PLAYER)
2367#if COZY_SERVER 2107#if COZY_SERVER
2368 && 2108 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2109 ((mon->owner && mon->owner->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2371#else 2111#else
2372 && get_owner (mon) == op 2112 && mon->owner == op
2373#endif 2113#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2115 {
2376 /* If we're braced, we don't want to switch places with it */ 2116 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2117 if (op->contr->braced)
2378 return; 2118 return;
2119
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2123 make_visible (op);
2124
2383 return; 2125 return;
2384 } 2126 }
2385 2127
2386 /* in certain circumstances, you shouldn't attack friendly 2128 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2129 * creatures. Note that if you are braced, you can't push
2389 * attack them either. 2131 * attack them either.
2390 */ 2132 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2133 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2134 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2135#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2136 (op->contr->peaceful
2395 || (mon->type == PLAYER 2137 || (mon->type == PLAYER
2396 && mon->contr-> 2138 && mon->contr->
2397 peaceful)) && 2139 peaceful)) &&
2398#else 2140#else
2399 op->contr->peaceful && 2141 op->contr->peaceful &&
2400#endif 2142#endif
2401 !on_battleground)) 2143 !on_battleground))
2402 { 2144 {
2403 if (!op->contr->braced) 2145 if (!op->contr->braced)
2404 { 2146 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2148 push_ob (mon, dir, op);
2407 } 2149 }
2408 else 2150 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2151 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2152
2412 if (op->contr->tmp_invis || op->hide) 2153 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2154 make_visible (op);
2414 } 2155 }
2415 2156
2416 /* If the object is a boulder or other rollable object, then 2157 /* 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 2168 * 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: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2172 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2175 {
2436 2176
2437 /* If the player hasn't hit something this tick, and does 2177 /* If the player hasn't hit something this tick, and does
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2184 op->speed_left += op->speed / op->contr->weapon_sp;
2445 2185
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 } 2187 }
2448 2188
2449 skill_attack (mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2450 2190
2451 /* If attacking another player, that player gets automatic 2191 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2192 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2193 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2194 * the wiz.
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 { 2197 {
2458 short luck = mon->stats.luck; 2198 short luck = mon->stats.luck;
2459 2199
2460 mon->contr->has_hit = 1; 2200 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2201 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2202 mon->stats.luck = luck;
2463 } 2203 }
2204
2464 if (action_makes_visible (op)) 2205 if (action_makes_visible (op))
2465 make_visible (op); 2206 make_visible (op);
2466 } 2207 }
2467 } /* if player should attack something */ 2208 } /* if player should attack something */
2468} 2209}
2470int 2211int
2471move_player (object *op, int dir) 2212move_player (object *op, int dir)
2472{ 2213{
2473 int pick; 2214 int pick;
2474 2215
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2217 return 0;
2477 2218
2478 /* Sanity check: make sure dir is valid */ 2219 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2220 if ((dir < 0) || (dir >= 9))
2480 { 2221 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2222 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2223 return 0;
2483 } 2224 }
2484 2225
2485 /* peterm: added following line */ 2226 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2228 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2229
2489 op->facing = dir; 2230 op->facing = dir;
2490 2231
2491 if (op->hide) 2232 if (op->hide)
2492 do_hidden_move (op); 2233 do_hidden_move (op);
2503 2244
2504 /* Add special check for newcs players and fire on - this way, the 2245 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2246 * server can handle repeat firing.
2506 */ 2247 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2248 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2249 op->direction = dir;
2510 }
2511 else 2250 else
2512 {
2513 op->direction = 0; 2251 op->direction = 0;
2514 } 2252
2515 /* Update how the player looks. Use the facing, so direction may 2253 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2254 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2255 * for players.
2518 */ 2256 */
2519 animate_object (op, op->facing); 2257 animate_object (op, op->facing);
2528 * Returns true if there are more actions we can do. 2266 * Returns true if there are more actions we can do.
2529 */ 2267 */
2530int 2268int
2531handle_newcs_player (object *op) 2269handle_newcs_player (object *op)
2532{ 2270{
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)) 2271 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2272 {
2555 flee_player (op); 2273 flee_player (op);
2556 /* If player is still scared, that is his action for this tick */ 2274 /* If player is still scared, that is his action for this tick */
2557 if (QUERY_FLAG (op, FLAG_SCARED)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2558 { 2276 {
2559 op->speed_left--; 2277 op->speed_left--;
2560 return 0; 2278 return 0;
2561 } 2279 }
2562 } 2280 }
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 2281
2572 /* call this here - we also will call this in do_ericserver, but 2282 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2283 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2284 * called, so we recheck it here.
2575 */ 2285 */
2576 HandleClient (&op->contr->socket, op->contr); 2286 if (op->contr->ns->handle_command ())
2287 return 1;
2288
2577 if (op->speed_left < 0) 2289 if (op->speed_left > 0)
2578 return 0; 2290 {
2579
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2291 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2292 {
2582 /* All move commands take 1 tick, at least for now */ 2293 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--; 2294 op->speed_left--;
2584 2295
2585 /* Instead of all the stuff below, let move_player take care 2296 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in 2297 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff. 2298 * there, as well as the confusion stuff.
2588 */ 2299 */
2589 move_player (op, op->direction); 2300 move_player (op, op->direction);
2590 if (op->speed_left > 0) 2301
2591 return 1; 2302 return op->speed_left > 0;
2592 else 2303 }
2593 return 0;
2594 } 2304 }
2305
2595 return 0; 2306 return 0;
2596} 2307}
2597 2308
2598int 2309int
2599save_life (object *op) 2310save_life (object *op)
2600{ 2311{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2312 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2313 return 0;
2605 2314
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2315 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2317 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2318 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)); 2319 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2320
2611 if (op->contr) 2321 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2322 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2323
2614 free_object (tmp); 2324 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2326
2616 if (op->stats.hp < 0) 2327 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2328 op->stats.hp = op->stats.maxhp;
2329
2618 if (op->stats.food < 0) 2330 if (op->stats.food < 0)
2619 op->stats.food = 999; 2331 op->stats.food = 999;
2620 fix_player (op); 2332
2333 op->update_stats ();
2621 return 1; 2334 return 1;
2622 } 2335 }
2336
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2337 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2338 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2339 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2340 return 0;
2627} 2341}
2632 * from. 2346 * from.
2633 */ 2347 */
2634void 2348void
2635remove_unpaid_objects (object *op, object *env) 2349remove_unpaid_objects (object *op, object *env)
2636{ 2350{
2637 object *next;
2638
2639 while (op) 2351 while (op)
2640 { 2352 {
2641 next = op->below; /* Make sure we have a good value, in case 2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2354
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2356 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2357 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2358 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2359
2360 op->insert_at (env);
2652 } 2361 }
2653 else if (op->inv) 2362 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2363 remove_unpaid_objects (op->inv, env);
2364
2655 op = next; 2365 op = next;
2656 } 2366 }
2657} 2367}
2658
2659 2368
2660/* 2369/*
2661 * Returns pointer a static string containing gravestone text 2370 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2371 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2372 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2383 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2385 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2386 else
2678 sprintf (buf, "%s\n", &op->name); 2387 sprintf (buf, "%s\n", &op->name);
2388
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2390 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2391 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2392 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2393 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2394 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2397 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2688 { 2399 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2400 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2401 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2402 strcat (buf2, buf);
2692 } 2403 }
2404
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2405 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2407 strcat (buf2, buf);
2408
2696 return buf2; 2409 return buf2;
2697} 2410}
2698
2699
2700 2411
2701void 2412void
2702do_some_living (object *op) 2413do_some_living (object *op)
2703{ 2414{
2704 int last_food = op->stats.food; 2415 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2421 int rate_grace = 2000;
2711 const int max_hp = 1; 2422 const int max_hp = 1;
2712 const int max_sp = 1; 2423 const int max_sp = 1;
2713 const int max_grace = 1; 2424 const int max_grace = 1;
2714 2425
2715 if (op->contr->outputs_sync) 2426 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 } 2427 {
2428 op->invisible = 1000;
2429 /* the socket code flashes the player visible/invisible
2430 * depending on the value of invisible, so we need to
2431 * alternate it here for it to work correctly.
2432 */
2433 if (pticks & 2)
2434 op->invisible--;
2435 }
2436 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2437 {
2438 if (!op->invisible--)
2439 {
2440 make_visible (op);
2441 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2442 }
2443 }
2721 2444
2722 if (op->contr->state == ST_PLAYING) 2445 if (op->contr->ns->state == ST_PLAYING)
2723 { 2446 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2447 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2448 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2449 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2450 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2451 else
2730 { 2452 {
2731 gen_hp = op->stats.maxhp; 2453 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2454 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2455 }
2456
2734 if (op->contr->gen_sp >= 0) 2457 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2458 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2459 else
2737 { 2460 {
2738 gen_sp = op->stats.maxsp; 2461 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2462 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2463 }
2464
2741 if (op->contr->gen_grace >= 0) 2465 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2467 else
2744 { 2468 {
2745 gen_grace = op->stats.maxgrace; 2469 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2471 }
2748 2472
2749 /* Regenerate Spell Points */ 2473 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2474 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2475 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2476 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) 2477 if (op->stats.sp < op->stats.maxsp)
2754 { 2478 {
2755 op->stats.sp++; 2479 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2485 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2486 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2487 op->stats.food = last_food;
2764 } 2488 }
2765 } 2489 }
2490
2766 if (max_sp > 1) 2491 if (max_sp > 1)
2767 { 2492 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2493 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2494 if (over_sp > 0)
2770 { 2495 {
2771 if (op->stats.sp < op->stats.maxsp) 2496 if (op->stats.sp < op->stats.maxsp)
2772 { 2497 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2501 op->stats.sp--;
2502
2776 if (op->stats.sp > op->stats.maxsp) 2503 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2504 op->stats.sp = op->stats.maxsp;
2778 } 2505 }
2779 op->last_sp = 0; 2506 op->last_sp = 0;
2780 } 2507 }
2781 else 2508 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2510 }
2786 else 2511 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2513 }
2791 2514
2792 /* Regenerate Grace */ 2515 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2517 if (--op->last_grace < 0)
2795 { 2518 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2519 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2520 op->stats.grace++; /* no penalty in food for regaining grace */
2521
2798 if (max_grace > 1) 2522 if (max_grace > 1)
2799 { 2523 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2524 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2525 if (over_grace > 0)
2802 { 2526 {
2830 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2556 op->stats.food = last_food;
2833 } 2557 }
2834 } 2558 }
2559
2835 if (max_hp > 1) 2560 if (max_hp > 1)
2836 { 2561 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2563 if (over_hp > 0)
2839 { 2564 {
2863 2588
2864 if (op->contr->gen_hp > 0) 2589 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2591 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593
2868 /* dms do not consume food */ 2594 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2595 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2596 op->stats.food--;
2871 } 2597 }
2872 }
2873 2598
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2599 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2600 {
2876 object *tmp, *flesh = NULL; 2601 object *tmp, *flesh = 0;
2877 2602
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2603 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2604 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2605 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2606 {
2607 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2610 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2611 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2612 break;
2888 } 2613 }
2889 else if (tmp->type == FLESH) 2614 else if (tmp->type == FLESH)
2890 flesh = tmp; 2615 flesh = tmp;
2891 } /* End if paid for object */ 2616 } /* End if paid for object */
2892 } /* end of for loop */ 2617 } /* end of for loop */
2618
2893 /* If player is still starving, it means they don't have any food, so 2619 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2620 * eat flesh instead.
2895 */ 2621 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2622 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2623 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2624 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2625 manual_apply (op, flesh, 0);
2900 } 2626 }
2901 } /* end if player is starving */ 2627 }
2902 2628
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2629 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2630 op->stats.food++, op->stats.hp--;
2905 2631
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2633 kill_player (op);
2634 }
2908} 2635}
2909
2910
2911 2636
2912/* If the player should die (lack of hp, food, etc), we call this. 2637/* 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 2638 * 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 2639 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2640 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2670 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..."); 2671 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2672
2948 /* restore player */ 2673 /* restore player */
2949 at = archetype::find ("poisoning"); 2674 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2675 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2676 {
2953 remove_ob (tmp); 2677 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2678 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2679 }
2957 2680
2958 at = archetype::find ("confusion"); 2681 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2682 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2683 {
2962 remove_ob (tmp); 2684 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2686 }
2966 2687
2967 cure_disease (op, 0); /* remove any disease */ 2688 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2689 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2690 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2691 op->stats.food = 999;
2971 2692
2972 /* create a bodypart-trophy to make the winner happy */ 2693 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2694 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2695 {
2976 sprintf (buf, "%s's finger", &op->name); 2696 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2697 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2698 sprintf (buf, " This finger has been cut off %s\n"
2979 " the %s, when he was defeated at\n level %d by %s.\n", 2699 " 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); 2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2701 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2702 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2703 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2704 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2705 }
2987 2706
2988 /* teleport defeated player to new destination */ 2707 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2708 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2709 op->contr->braced = 0;
2995 2714
2996 command_kill_pets (op, 0); 2715 command_kill_pets (op, 0);
2997 2716
2998 if (op->stats.food < 0) 2717 if (op->stats.food < 0)
2999 { 2718 {
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); 2719 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2720 strcpy (op->contr->killer, "starvation");
3009 } 2721 }
3010 else 2722 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); 2723 sprintf (buf, "%s died.", &op->name);
3020 } 2724
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2726
3023 /* save the map location for corpse, gravestone */ 2727 /* save the map location for corpse, gravestone */
3024 x = op->x; 2728 x = op->x;
3025 y = op->y; 2729 y = op->y;
3026 map = op->map; 2730 map = op->map;
3027 2731
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2732 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2733 * 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. 2734 * See the config.h file for a little more in depth detail about this.
3034 */ 2735 */
3035 2736
3036 /* Basically two ways to go - remove a stat permanently, or just 2737 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2738 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2739 * of death.
3039 */ 2740 */
3040#ifndef COZY_SERVER 2741#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2742 if (settings.balanced_stat_loss)
3042 { 2743 {
3043 /* If stat loss is permanent, lose one stat only. */ 2744 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2745 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2746 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2747 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2748 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2749 little bit harder. */
3049 /* GD */ 2750 /* GD */
3050 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2752 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2753 else
3056 { 2754 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2755 }
2756 else
3057 num_stats_lose = 1; 2757 num_stats_lose = 1;
3058 } 2758
3059 lost_a_stat = 0; 2759 lost_a_stat = 0;
3060 2760
3061 for (z = 0; z < num_stats_lose; z++) 2761 for (z = 0; z < num_stats_lose; z++)
3062 { 2762 {
3063 i = RANDOM () % NUM_STATS; 2763 i = RANDOM () % NUM_STATS;
3064 2764
3065 if (settings.stat_loss_on_death) 2765 if (settings.stat_loss_on_death)
3066 { 2766 {
3067 /* Pick a random stat and take a point off it. Tell the player 2767 /* Pick a random stat and take a point off it. Tell the player
3068 * what he lost. 2768 * what he lost.
3069 */ 2769 */
3070 change_attr_value (&(op->stats), i, -1); 2770 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2771 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2772 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2773 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2774 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1; 2775 lost_a_stat = 1;
2776 }
2777 else
2778 {
2779 /* deplete a stat */
2780 archetype *deparch = archetype::find ("depletion");
2781 object *dep;
2782
2783 dep = present_arch_in_ob (deparch, op);
2784 if (!dep)
2785 {
2786 dep = arch_to_object (deparch);
2787 insert_ob_in_ob (dep, op);
3076 } 2788 }
3077 else 2789 lose_this_stat = 1;
2790 if (settings.balanced_stat_loss)
3078 { 2791 {
3079 /* deplete a stat */ 2792 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2793 /* Get the stat that we're about to deplete. */
3081 object *dep; 2794 this_stat = get_attr_value (&(dep->stats), i);
3082 2795 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2796 {
3086 dep = arch_to_object (deparch); 2797 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2798 int keep_chance = this_stat * this_stat;
3088 } 2799
3089 lose_this_stat = 1; 2800 /* 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) 2801 if (keep_chance < 1)
2802 keep_chance = 1;
2803
2804 /* There is a maximum depletion total per level. */
2805 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2806 {
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; 2807 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2808 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2809 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 } 2810 }
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 */ 2811 else
3131 if (this_stat >= -50)
3132 { 2812 {
3133 change_attr_value (&(dep->stats), i, -1); 2813 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; 2814 lose_this_stat = 0;
2815 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2816 this_stat, keep_chance, loss_chance,
2817 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2818 }
3139 } 2819 }
3140 } 2820 }
2821
2822 if (lose_this_stat)
2823 {
2824 this_stat = get_attr_value (&(dep->stats), i);
2825 /* We could try to do something clever like find another
2826 * stat to reduce if this fails. But chances are, if
2827 * stats have been depleted to -50, all are pretty low
2828 * and should be roughly the same, so it shouldn't make a
2829 * difference.
2830 */
2831 if (this_stat >= -50)
2832 {
2833 change_attr_value (&(dep->stats), i, -1);
2834 SET_FLAG (dep, FLAG_APPLIED);
2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2836 op->update_stats ();
2837 lost_a_stat = 1;
2838 }
3141 } 2839 }
2840 }
2841 }
3142 /* If no stat lost, tell the player. */ 2842 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2843 if (!lost_a_stat)
3144 { 2844 {
3145 /* determine_god() seems to not work sometimes... why is this? 2845 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2846 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2847 const char *god = determine_god (op);
3148 2848
3149 if (god && (strcmp (god, "none"))) 2849 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); 2850 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2851 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2853 }
3154#else 2854#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2856#endif
3157 2857
3158 /* Put a gravestone up where the character 'almost' died. List the 2858 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2859 * exp loss on the stone.
3160 */ 2860 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2861 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2862 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2863 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2864 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2865 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); 2866 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; 2867 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2868 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2870
3171 /**************************************/ 2871 /**************************************/
3172 /* */ 2872 /* */
3173 /* Subtract the experience points, */ 2873 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2874 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2875 /* food, and reset HP's... */
3176 /* */ 2876 /* */
3177 /**************************************/ 2877 /**************************************/
3178 2878
3179 /* remove any poisoning and confusion the character may be suffering. */ 2879 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2880 /* restore player */
3181 at = archetype::find ("poisoning"); 2881 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2882 tmp = present_arch_in_ob (at, op);
2883
3183 if (tmp) 2884 if (tmp)
3184 { 2885 {
3185 remove_ob (tmp); 2886 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2887 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2888 }
3189 2889
3190 at = archetype::find ("confusion"); 2890 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2891 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2892 if (tmp)
3193 { 2893 {
3194 remove_ob (tmp); 2894 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2896 }
3198 2897
3199 cure_disease (op, 0); /* remove any disease */ 2898 cure_disease (op, 0); /* remove any disease */
3200 2899
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2900 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2901 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2902 if (op->stats.food < 100)
3204 op->stats.food = 900; 2903 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2904 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2907
3209 /* 2908 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2909 * 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 2910 * and put them back in the map.
3212 * in the map. 2911 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2912 remove_unpaid_objects (op->inv, op);
3217 2913
3218 /****************************************/ 2914 /****************************************/
3219 /* */ 2915 /* */
3220 /* Move player to his current respawn- */ 2916 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2917 /* position (usually last savebed) */
3222 /* */ 2918 /* */
3223 /****************************************/ 2919 /****************************************/
3224 2920
3225 enter_player_savebed (op); 2921 enter_player_savebed (op);
3226 2922
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2923 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2924
3233 /* it is possible that the player has blown something up 2925 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2926 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2927 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2928 * on the space that might harm the player.
3237 */ 2929 */
3238 will_kill_again = 0; 2930 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2931 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2932 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2933 will_kill_again |= tmp->attacktype;
3242 2934
3243 if (will_kill_again) 2935 if (will_kill_again)
3244 { 2936 {
3245 object *force; 2937 object *force;
3246 int at; 2938 int at;
3247 2939
3248 force = get_archetype (FORCE_NAME); 2940 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2941 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2942 force->speed = 0.1;
3251 force->speed_left = -5.0; 2943 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2944 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2945 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2946 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2947 force->resist[at] = 100;
3256 2948
3257 insert_ob_in_ob (force, op); 2949 insert_ob_in_ob (force, op);
3258 fix_player (op); 2950 op->update_stats ();
3259 2951
3260 } 2952 }
3261 2953
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2954 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} 2955}
3332
3333 2956
3334void 2957void
3335loot_object (object *op) 2958loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2959{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2960 object *tmp, *tmp2, *next;
3338 2961
3339 if (op->container) 2962 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2963
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2964 for (tmp = op->inv; tmp; tmp = next)
3345 { 2965 {
3346 next = tmp->below; 2966 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2967
2968 if (tmp->invisible)
3348 continue; 2969 continue;
3349 remove_ob (tmp); 2970
2971 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2972 tmp->x = op->x, tmp->y = op->y;
2973
3351 if (tmp->type == CONTAINER) 2974 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2975 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2976
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2978 {
3357 if (tmp->nrof > 1) 2979 if (tmp->nrof > 1)
3358 { 2980 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2982 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2983 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2984 }
3363 else 2985 else
3364 free_object (tmp); 2986 tmp->destroy ();
3365 } 2987 }
3366 else 2988 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2990 }
3369} 2991}
3371/* 2993/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2994 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2995 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2996 * was changed.
3375 */ 2997 */
3376
3377void 2998void
3378fix_weight (void) 2999fix_weight (void)
3379{ 3000{
3380 player *pl; 3001 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 3002 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 3004
3386 if (old == sum) 3005 if (old == sum)
3387 continue; 3006 continue;
3388 fix_player (pl->ob); 3007 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3008 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 3009 }
3391} 3010}
3392 3011
3393void 3012void
3394fix_luck (void) 3013fix_luck (void)
3395{ 3014{
3396 player *pl; 3015 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 3016 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3017 pl->ob->change_luck (0);
3401} 3018}
3402
3403 3019
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3020/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3021 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3022 * just treat this as any other spell casting object.
3407 */ 3023 */
3408
3409void 3024void
3410cast_dust (object *op, object *throw_ob, int dir) 3025cast_dust (object *op, object *throw_ob, int dir)
3411{ 3026{
3412 object *skop, *spob; 3027 object *skop, *spob;
3413 3028
3434 if (op->type == PLAYER) 3049 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3050 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3051
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3052 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3053
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3054 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3055}
3443 3056
3444void 3057void
3445make_visible (object *op) 3058make_visible (object *op)
3446{ 3059{
3449 if (op->type == PLAYER) 3062 if (op->type == PLAYER)
3450 { 3063 {
3451 op->contr->tmp_invis = 0; 3064 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3065 op->contr->invis_race = 0;
3453 } 3066 }
3067
3454 update_object (op, UP_OBJ_FACE); 3068 update_object (op, UP_OBJ_CHANGE);
3455} 3069}
3456 3070
3457int 3071int
3458is_true_undead (object *op) 3072is_true_undead (object *op)
3459{ 3073{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3075 return 1;
3464 3076
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; 3077 return 0;
3471} 3078}
3472 3079
3473/* look at the surrounding terrain to determine 3080/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3081 * the hideability of this object. Positive levels
3530 3137
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3138 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3139
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3140 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3141 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3142 if (!skop || num >= skop->level)
3537 { 3143 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3145 make_visible (op);
3540 return; 3146 return;
3541 } 3147 }
3542 else 3148 else
3543 num += 20; 3149 num += 20;
3544 } 3150
3545 num += op->map->difficulty; 3151 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3152 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3153 num -= hide;
3154
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3156 {
3550 make_visible (op); 3157 make_visible (op);
3551 if (op->type == PLAYER) 3158 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3159 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3160 }
3554 else if (op->type == PLAYER && skop) 3161 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3162 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3163}
3559 3164
3560/* determine if who is standing near a hostile creature. */ 3165/* determine if who is standing near a hostile creature. */
3561 3166
3562int 3167int
3589 if (mflags & P_OUT_OF_MAP) 3194 if (mflags & P_OUT_OF_MAP)
3590 continue; 3195 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3196 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3197 continue;
3593 3198
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3199 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3200 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3201 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3202 return 1;
3598 else if (tmp->type == PLAYER) 3203 else if (tmp->type == PLAYER)
3599 { 3204 {
3629 if (pl->type != PLAYER) 3234 if (pl->type != PLAYER)
3630 { 3235 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3236 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3237 return -1;
3633 } 3238 }
3239
3634 if (!pl || !op) 3240 if (!pl || !op)
3635 return 0; 3241 return 0;
3636 3242
3637 if (op->head)
3638 {
3639 op = op->head; 3243 op = op->head_ ();
3640 } 3244
3641 get_rangevector (pl, op, &rv, 0x1); 3245 get_rangevector (pl, op, &rv, 0x1);
3642 3246
3643 /* starting with the 'head' part, lets loop 3247 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3248 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3249 * part that is in the los array but isnt on
3653 3257
3654 /* only the viewable area the player sees is updated by LOS 3258 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3259 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3260 * for any meaningful values.
3657 */ 3261 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3263 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3264 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3265 return 1;
3662 op = op->more; 3266 op = op->more;
3663 } 3267 }
3664 return 0; 3268 return 0;
3665} 3269}
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3366 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3367 int i = 0, j = 0;
3764 3368
3765 /* get the appropriate treasurelist */ 3369 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3370 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3371 trlist = treasurelist::find ("dragon_ability_fire");
3768 else if (atnr == ATNR_COLD) 3372 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3373 trlist = treasurelist::find ("dragon_ability_cold");
3770 else if (atnr == ATNR_ELECTRICITY) 3374 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3375 trlist = treasurelist::find ("dragon_ability_elec");
3772 else if (atnr == ATNR_POISON) 3376 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3377 trlist = treasurelist::find ("dragon_ability_poison");
3774 3378
3775 if (trlist == NULL || who->type != PLAYER) 3379 if (trlist == NULL || who->type != PLAYER)
3776 return; 3380 return;
3777 3381
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3383
3780 if (tr == NULL || tr->item == NULL) 3384 if (!tr || !tr->item)
3781 { 3385 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3387 return;
3784 } 3388 }
3785 3389
3851 { 3455 {
3852 /* forces in the treasurelist can alter the player's stats */ 3456 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3457 object *skin;
3854 3458
3855 /* first get the dragon skin force */ 3459 /* first get the dragon skin force */
3460 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); 3461 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3462 ;
3463
3857 if (skin == NULL) 3464 if (!skin)
3858 return; 3465 return;
3859 3466
3860 /* adding new spellpath attunements */ 3467 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3468 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3469 {
3907 * not readied. 3514 * not readied.
3908 */ 3515 */
3909void 3516void
3910player_unready_range_ob (player *pl, object *ob) 3517player_unready_range_ob (player *pl, object *ob)
3911{ 3518{
3912 rangetype i; 3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3913 3521
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 if (pl->combat_ob == ob)
3915 { 3523 pl->combat_ob = 0;
3524
3916 if (pl->ranges[i] == ob) 3525 if (pl->ranged_ob == ob)
3917 { 3526 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 3527}
3528
3529sint8
3530player::visibility_at (maptile *map, int x, int y) const
3531{
3532 if (!ns)
3533 return 0;
3534
3535 int dx, dy;
3536 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3537 return 0;
3538
3539 x += dx - ns->current_x + ns->mapx / 2;
3540 y += dy - ns->current_y + ns->mapy / 2;
3541
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543 return 0;
3544
3545 return 100 - blocked_los [x][y];
3546}

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