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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 1.139 by root, Fri May 18 01:01:02 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} 150}
185 151
186int 152float
187playername_ok (const char *cp) 153player::weapon_speed () const
188{ 154{
189 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
310 157
311/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
312static void 159static void
313set_first_map (object *op) 160set_first_map (object *op)
314{ 161{
315 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
316 op->x = -1; 163 op->x = -1;
317 op->y = -1; 164 op->y = -1;
318 enter_exit (op, NULL);
319} 165}
320 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
345 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point.
347 */
348 outputs_sync = 4;
349 outputs_count = 4;
350 unapply = unapply_nochoice;
351
352 savebed_map = first_map_path; /* Init. respawn position */
353
354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
321/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
323 * mode. 385 * mode.
324 */ 386 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
330 391
331 p = get_player (NULL); 392 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));
334 393
335 if (p->socket.faces_sent == NULL) 394 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
337 397
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); 398 set_first_map (pl->ob);
345 399
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; 400 return pl;
354} 401}
355 402
356/* 403/*
357 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
367 { 414 {
368 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
369 at = first_archetype; 416 at = first_archetype;
370 else 417 else
371 at = at->next; 418 at = at->next;
419
372 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
373 return at; 421 return at;
422
374 if (at == start) 423 if (at == start)
375 { 424 {
376 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 426 exit (-1);
378 } 427 }
379 } 428 }
380} 429}
381 430
382
383object * 431object *
384get_nearest_player (object *mon) 432get_nearest_player (object *mon)
385{ 433{
386 object *op = NULL; 434 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 435 objectlink *ol;
389 unsigned lastdist; 436 unsigned lastdist;
390 rv_vector rv; 437 rv_vector rv;
391 438
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 440 {
394 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 448 object *tmp = ol->ob;
402 449
403 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 451 * itself will have been cleared.
405 */ 452 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
407 ol = ol->next; 455 ol = ol->next;
408 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
409 if (!ol) 457 if (!ol)
410 return op; 458 return op;
411 } 459 }
424 { 472 {
425 op = ol->ob; 473 op = ol->ob;
426 lastdist = rv.distance; 474 lastdist = rv.distance;
427 } 475 }
428 } 476 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 477
430 { 478 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
435 { 481 {
436 op = pl->ob; 482 op = pl->ob;
437 lastdist = rv.distance; 483 lastdist = rv.distance;
438 } 484 }
439 } 485
440 }
441#if 0 486#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 488#endif
444 return op; 489 return op;
445} 490}
463 * circling behaviour. Unfortunately, this function is also used to determined 508 * 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 509 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 510 * is probably not a good thing.
466 */ 511 */
467#define MAX_SPACES 50 512#define MAX_SPACES 50
468
469 513
470/* 514/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * 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 516 * 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 517 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 548 x = mon->x;
505 y = mon->y; 549 y = mon->y;
506 m = mon->map; 550 m = mon->map;
507 dir = rv.direction; 551 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 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); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
510 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 556 if (diff > max)
512 return 0; 557 return 0;
558
513 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
514 { 560 {
515 lastx = x; 561 lastx = x;
516 lasty = y; 562 lasty = y;
517 lastmap = m; 563 lastmap = m;
599 max--; 645 max--;
600 lastdir = dir; 646 lastdir = dir;
601 if (!firstdir) 647 if (!firstdir)
602 firstdir = dir; 648 firstdir = dir;
603 } 649 }
650
604 if (diff <= 1) 651 if (diff <= 1)
605 { 652 {
606 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 654 * headed toward player for entire distance.
608 */ 655 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 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); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 658 }
659
612 if (diff > max) 660 if (diff > max)
613 return 0; 661 return 0;
614 } 662 }
663
615 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
616 if (!max) 665 if (!max)
617 return 0; 666 return 0;
618 667
619 return firstdir; 668 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 699 {
651 remove_ob (op); 700 op->destroy ();
652 free_object (op);
653 continue; 701 continue;
654 } 702 }
655 } 703 }
656 704
657 /* This really needs to be better - we should really give 705 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 716 if (tmp->type == op->type && tmp->name == op->name)
669 break; 717 break;
670 718
671 if (tmp) 719 if (tmp)
672 { 720 {
673 remove_ob (op); 721 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 723 continue;
677 } 724 }
725
678 if (op->nrof > 1) 726 if (op->nrof > 1)
679 op->nrof = 1; 727 op->nrof = 1;
680 } 728 }
681 729
682 if (op->type == SPELLBOOK && op->inv) 730 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 744 }
697 if (op->type == SPELL) 745 if (op->type == SPELL)
698 { 746 {
699 remove_ob (op); 747 op->destroy ();
700 free_object (op);
701 continue; 748 continue;
702 } 749 }
703 else if (op->type == SKILL) 750 else if (op->type == SKILL)
704 { 751 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
715 link_player_skills (pl); 762 link_player_skills (pl);
716} 763}
717 764
718void 765void
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) 766get_party_password (object *op, partylist *party)
803{ 767{
804 if (party == NULL) 768 if (party == NULL)
805 { 769 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 771 return;
808 } 772 }
773
809 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 778}
814
815 779
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 781static int
818roll_stat (void) 782roll_stat (void)
819{ 783{
820 int a[4], i, j, k; 784 int a[4], i, j, k;
821 785
822 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
824 788
825 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 790 if (a[i] < k)
827 k = a[i], j = i; 791 k = a[i], j = i;
828 792
829 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 794 if (i != j)
832 k += a[i]; 795 k += a[i];
833 } 796
834 return k; 797 return k;
835} 798}
836 799
837void 800void
838roll_stats (object *op) 801object::roll_stats ()
839{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
840 int sum = 0; 807 int sum = 0;
841 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
843 810
844 do 811 if (sum >= 82 && sum <= 116)
812 break;
845 { 813 }
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 }
855 while (sum < 82 || sum > 116);
856 814
857 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, 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;
865 817
866 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
867 do 819 stats.stat (i) = statsort [i];
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);
882 820
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
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; 821 stats.exp = 0;
902 op->stats.ac = 0; 822 stats.ac = 0;
903 823
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; 824 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
912 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
913} 836}
914 837
915void 838void
916Roll_Again (object *op) 839object::swap_stats (int a, int b)
917{ 840{
918 esrv_new_player (op->contr, 0); 841 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}
922 842
923void 843 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
854 stats.hp = stats.maxhp;
855 stats.sp = stats.maxsp;
856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
864 contr->orig_stats = stats;
865 }
866}
867
868static void
869start_info (object *op)
925{ 870{
926 signed char tmp;
927 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
928 872
929 if (op->contr->Swap_First == -1) 873 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); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 875 //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); 876 //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} 877}
1044 878
1045/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1049 * not the class. 883 * not the class.
1050 */ 884 */
1051 885void
1052int 886player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 887{
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 */ 888 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1071 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1073 897
1074 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1075 899
1076 if (op->msg) 900 if (ob->msg)
1077 op->msg = NULL; 901 ob->msg = 0;
1078 902
1079 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
1080 * to save here. 904 * to save here.
1081 */ 905 */
906 {
907 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1084 911
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 912 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 915 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1093 fix_player (op); 917 ob->update_stats ();
1094 918
1095 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1096 * is one for this race 920 * is one for this race
1097 */ 921 */
1098 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1099 { 923 {
1100 object *tmp; 924 object *tmp;
1101 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1102 926
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 928 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1110 * default initial map */ 934 * default initial map */
1111 free_object (tmp); 935 tmp->destroy ();
1112 } 936 }
1113 else 937 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 939}
1117 return 0;
1118 }
1119 940
941void
942player::chargen_race_next ()
943{
1120 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1122 */ 946 */
1123 947
1124 tmp_loop = 0; 948 do
1125 while (!tmp_loop)
1126 { 949 {
1127 shstr name = op->name; 950 shstr name = ob->name;
1128 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1129 952
1130 remove_statbonus (op); 953 ob->remove_statbonus ();
1131 remove_ob (op); 954 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 956 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 957 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1137 op->x = x; 960 ob->x = x;
1138 op->y = y; 961 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 965 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 966 }
967 while (!allowed_class (ob));
1145 968
1146 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 971 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 974 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} 975}
1208 976
1209void 977void
1210flee_player (object *op) 978flee_player (object *op)
1211{ 979{
1241 { 1009 {
1242 op->enemy = NULL; 1010 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1012 return;
1245 } 1013 }
1014
1246 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1247 1016
1248 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1250 { 1019 {
1251 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1252 1021
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1023 return;
1256 }
1257 } 1024 }
1025
1258 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1028 op->enemy = NULL;
1261} 1029}
1262 1030
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* 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 1032 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1033 * stop.
1267 */ 1034 */
1268int 1035int
1269check_pick (object *op) 1036check_pick (object *op)
1270{ 1037{
1271 object *tmp, *next; 1038 object *tmp, *next;
1272 int stop = 0; 1039 int stop = 0;
1273 int j, k, wvratio; 1040 int wvratio;
1274 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1275 1042
1276 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1278 return 1; 1045 return 1;
1279 1046
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 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)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1117 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 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)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 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 } 1122 }
1123
1384 /* philosophy: 1124 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1125 * 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 1126 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1128 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1129 * example.
1390 * The drawback: right now it has no frontend, so you need to 1130 * 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 1131 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1383 * found object is returned.
1644 */ 1384 */
1645object * 1385object *
1646find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1647{ 1387{
1648 object *tmp = NULL; 1388 object *tmp = 0;
1649 1389
1650 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1654 return op; 1394 return op;
1395
1655 return tmp; 1396 return tmp;
1656} 1397}
1657 1398
1658/* 1399/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * 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 1401 * 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 1402 * 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. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1404 */
1664
1665object * 1405object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1407{
1668 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1476 * op = the shooter
1737 * type = bow->race 1477 * type = bow->race
1738 * dir = fire direction 1478 * dir = fire direction
1739 */ 1479 */
1740
1741object * 1480object *
1742pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1743{ 1482{
1744 object *tmp = NULL; 1483 object *tmp = NULL;
1745 maptile *m; 1484 maptile *m;
1810 */ 1549 */
1811int 1550int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1552{
1814 object *left, *bow; 1553 object *left, *bow;
1815 int bowspeed, mflags; 1554 int mflags;
1816 maptile *m; 1555 maptile *m;
1817 1556
1818 if (!dir) 1557 if (!dir)
1819 { 1558 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1560 return 0;
1822 } 1561 }
1823 if (op->type == PLAYER) 1562
1824 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1825 else 1565 else
1826 { 1566 {
1827 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* 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. 1569 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1574 if (!bow)
1835 { 1575 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1577 return 0;
1838 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1839 } 1587 }
1588
1840 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1841 { 1590 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1592 return 0;
1844 } 1593 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1594
1854 if (arrow == NULL) 1595 if (arrow == NULL)
1855 { 1596 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1598 {
1858 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 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 */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1602 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1863 return 0; 1605 return 0;
1864 } 1606 }
1865 } 1607 }
1608
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1611 return 0;
1870 } 1612
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1614 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1616 return 0;
1875 } 1617 }
1876 1618
1877 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1620 if (arrow->nrof == 0)
1879 { 1621 {
1880 remove_ob (arrow); 1622 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1623 return 0;
1883 } 1624 }
1884 1625
1885 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1628 if (!arrow)
1888 { 1629 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1631 return 0;
1891 } 1632 }
1892 set_owner (arrow, op); 1633
1634 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1636 arrow->direction = dir;
1896 arrow->x = sx; 1637
1897 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1898 1675
1899 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1900 { 1677 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 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
1912 /* Note that this was different for monsters - they got their level
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
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
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; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1934 } 1685 }
1935 else 1686 else
1936 { 1687 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1688 arrow->level = op->level;
1939 } 1689 arrow->stats.wc -= bow->magic;
1940 1690
1941 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1942 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1943 1696
1944 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1699
1947 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1703
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1953 1706
1954 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1708 move_arrow (arrow);
1956 1709
1957 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1977{ 1730{
1978 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1979 1732
1980 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1981 { 1734 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1736 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1738 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1740 wcmod = -1;
1741
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1743 }
1990 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1991 { 1745 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1751 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 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); 1753 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); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1755 }
2003 else 1756 else
2004 { 1757 {
2005 /* Simple case */ 1758 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1760 }
1761
2008 return ret; 1762 return ret;
2009} 1763}
2010
2011 1764
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2014 */ 1767 */
2015void 1768void
2016fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2017{ 1770{
2018 object *item; 1771 object *item = op->contr->ranged_ob;
2019 1772
2020 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2021 { 1774 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1776 return;
2024 } 1777 }
2025 1778
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1779 if (!item->inv)
2028 { 1780 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1782 return;
2031 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2032 if (item->type == WAND) 1788 if (item->type == WAND)
2033 { 1789 {
2034 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2035 { 1791 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 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)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2038 return; 1795 return;
2039 } 1796 }
2040 } 1797 }
2041 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2042 { 1799 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 { 1801 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2046 if (item->type == ROD) 1804 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)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1806 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
2050 return; 1809 return;
2051 } 1810 }
2052 } 1811 }
2053 1812
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2062 1821
2063 if (item->arch) 1822 if (item->arch)
2064 { 1823 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2067 item->speed = 0; 1826 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1827 }
1828
2070 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1831 }
2073 } 1832 }
2074 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1834 drain_rod_charge (item);
2077 }
2078 } 1835 }
2079} 1836}
2080 1837
2081/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2082 */ 1839 */
2087 1844
2088 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2090 make_visible (op); 1847 make_visible (op);
2091 1848
2092 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2093 { 1852 {
2094 case range_none: 1853 control_golem (op->contr->golem, dir);
2095 return; 1854 return;
1855 }
2096 1856
2097 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
2098 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2099 return; 1869 break;
2100 1870
2101 case range_magic: /* Casting spells */ 1871 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1873 break;
2104 1874
2105 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
2106 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2107 return; 1885 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 } 1886 }
2135} 1887}
2136
2137
2138 1888
2139/* find_key 1889/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1890 * 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 1891 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1894 * pl is the player,
2145 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2148 */ 1898 */
2149
2150object * 1899object *
2151find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2152{ 1901{
2153 object *tmp, *key; 1902 object *tmp, *key;
2154 1903
2155 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1905 if (!container->inv)
2157 return NULL; 1906 return 0;
2158 1907
2159 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1910 {
2162 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1912 break;
2164 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2166 */ 1915 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1917 break;
2169 } 1918 }
1919
2170 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1921 /* 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 1922 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1923 * a key, return
2174 */ 1924 */
2175 if (!tmp) 1925 if (!tmp)
2176 { 1926 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1928 {
2179 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1931 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2183 return key; 1933 return key;
2184 } 1934 }
2185 } 1935 }
1936
2186 if (!tmp) 1937 if (!tmp)
2187 return NULL; 1938 return NULL;
2188 } 1939 }
1940
2189 /* We get down here if we have found a key. Now if its in a container, 1941 /* 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 1942 * see if we actually want to use it
2191 */ 1943 */
2192 if (pl != container) 1944 if (pl != container)
2193 { 1945 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 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)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1968 return NULL;
2217 } 1969 }
2218 } 1970 }
1971
2219 return tmp; 1972 return tmp;
2220} 1973}
2221 1974
2222/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1978 * 0 otherwise
2226 */ 1979 */
2227static int 1980static int
2228player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2229{ 1982{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* 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 - 1984 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2234 */ 1986 */
2235 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2238 if (key) 1990 if (key)
2239 { 1991 {
2240 object *container = key->env; 1992 object *container = key->env;
2241 1993
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2243 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2244 make_visible (op); 1997 make_visible (op);
1998
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2247 if (door->type == DOOR) 2002 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2252 { 2005 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 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 ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2255 } 2008 }
2009
2256 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2259 if (container != op) 2013 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2261 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2262 } 2017 }
2263 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2264 { 2019 {
2265 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 2022 return 1;
2268 } 2023 }
2024
2269 return 0; 2025 return 0;
2270} 2026}
2271 2027
2272/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2277 */ 2033 */
2278
2279void 2034void
2280move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2281{ 2036{
2282 object *tmp, *mon; 2037 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 2038 int on_battleground;
2285 maptile *m; 2039 maptile *m;
2286 2040
2287 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2289 2043
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2291 2045
2292 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * 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 2048 * 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 2049 * player. This is a pretty nasty hack, because if we could
2300 */ 2054 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302 { 2056 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 { 2058 {
2305 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2306 if (!m) 2060 if (!m)
2307 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2308 } 2062 }
2309 else 2063 else
2310 m = op->map; 2064 m = op->map;
2311 2065
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 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; 2067 return;
2316 }
2317 2068
2318 mon = NULL; 2069 mon = 0;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* 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. 2071 * 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 2072 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2073 * on the space
2323 */ 2074 */
2324 while (tmp != NULL) 2075 while (tmp)
2325 { 2076 {
2326 if (tmp == op) 2077 if (tmp == op)
2327 { 2078 {
2328 tmp = tmp->above; 2079 tmp = tmp->above;
2329 continue; 2080 continue;
2339 mon = tmp; 2090 mon = tmp;
2340 2091
2341 tmp = tmp->above; 2092 tmp = tmp->above;
2342 } 2093 }
2343 2094
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2096 return; /* into a wall */
2346 2097
2347 if (mon->head != NULL) 2098 if (mon->head)
2348 mon = mon->head; 2099 mon = mon->head;
2349 2100
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2352 return; 2103 return;
2361 2112
2362 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2363 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2364 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2365 */ 2116 */
2366 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2367#if COZY_SERVER 2118 && ((mon->owner && mon->owner->contr
2368 &&
2369 ((get_owner (mon) && get_owner (mon)->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2371#else 2120 || mon->owner == op)
2372 && get_owner (mon) == op
2373#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2122 {
2376 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2124 if (op->contr->braced)
2378 return; 2125 return;
2126
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2130 make_visible (op);
2131
2383 return; 2132 return;
2384 } 2133 }
2385 2134
2386 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2388 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2389 * attack them either. 2138 * attack them either.
2390 */ 2139 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2393#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2394 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2395 || (mon->type == PLAYER 2144 && !on_battleground))
2396 && mon->contr->
2397 peaceful)) &&
2398#else
2399 op->contr->peaceful &&
2400#endif
2401 !on_battleground))
2402 { 2145 {
2403 if (!op->contr->braced) 2146 if (!op->contr->braced)
2404 { 2147 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2407 } 2150 }
2408 else 2151 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2153
2412 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2155 make_visible (op);
2414 } 2156 }
2415 2157
2416 /* If the object is a boulder or other rollable object, then 2158 /* 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 2169 * 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: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2173 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2176 {
2436
2437 /* If the player hasn't hit something this tick, and does
2438 * so, give them speed boost based on weapon speed. Doing
2439 * it here is better than process_players2, which basically
2440 * incurred a 1 tick offset.
2441 */
2442 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2443 { 2178 {
2179 op->contr->has_hit = 1;
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2445
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 } 2181 }
2448 2182
2449 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2450 2184
2451 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2188 * the wiz.
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 { 2191 {
2458 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2459 2193
2460 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2463 } 2197 }
2198
2464 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2465 make_visible (op); 2200 make_visible (op);
2466 } 2201 }
2467 } /* if player should attack something */ 2202 } /* if player should attack something */
2468} 2203}
2470int 2205int
2471move_player (object *op, int dir) 2206move_player (object *op, int dir)
2472{ 2207{
2473 int pick; 2208 int pick;
2474 2209
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2211 return 0;
2477 2212
2478 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2480 { 2215 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2217 return 0;
2483 } 2218 }
2484 2219
2485 /* peterm: added following line */ 2220 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2223
2489 op->facing = dir; 2224 op->facing = dir;
2490 2225
2491 if (op->hide) 2226 if (op->hide)
2492 do_hidden_move (op); 2227 do_hidden_move (op);
2503 2238
2504 /* Add special check for newcs players and fire on - this way, the 2239 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2240 * server can handle repeat firing.
2506 */ 2241 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2243 op->direction = dir;
2510 }
2511 else 2244 else
2512 {
2513 op->direction = 0; 2245 op->direction = 0;
2514 } 2246
2515 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2249 * for players.
2518 */ 2250 */
2519 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2528 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2529 */ 2261 */
2530int 2262int
2531handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2532{ 2264{
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)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2266 {
2555 flee_player (op); 2267 flee_player (op);
2268
2556 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2557 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2558 { 2271 {
2559 op->speed_left--; 2272 --op->speed_left;
2560 return 0; 2273 return 0;
2561 } 2274 }
2562 } 2275 }
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 2276
2572 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2279 * called, so we recheck it here.
2575 */ 2280 */
2576 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2577 if (op->speed_left < 0)
2578 return 0; 2282 return 1;
2579 2283
2284 if (op->speed_left > 0.f)
2285 {
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2287 {
2582 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--; 2289 --op->speed_left;
2584 2290
2585 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2588 */ 2294 */
2589 move_player (op, op->direction); 2295 move_player (op, op->direction);
2590 if (op->speed_left > 0) 2296
2591 return 1; 2297 return op->speed_left > 0.f;
2592 else 2298 }
2593 return 0;
2594 } 2299 }
2300
2595 return 0; 2301 return 0;
2596} 2302}
2597 2303
2598int 2304int
2599save_life (object *op) 2305save_life (object *op)
2600{ 2306{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2308 return 0;
2605 2309
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2312 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 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)); 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2611 if (op->contr) 2316 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2318
2614 free_object (tmp); 2319 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2616 if (op->stats.hp < 0) 2322 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2618 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2619 op->stats.food = 999; 2326 op->stats.food = 999;
2620 fix_player (op); 2327
2328 op->update_stats ();
2621 return 1; 2329 return 1;
2622 } 2330 }
2331
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2335 return 0;
2627} 2336}
2632 * from. 2341 * from.
2633 */ 2342 */
2634void 2343void
2635remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2636{ 2345{
2637 object *next;
2638
2639 while (op) 2346 while (op)
2640 { 2347 {
2641 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2349
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2351 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2652 } 2356 }
2653 else if (op->inv) 2357 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2655 op = next; 2360 op = next;
2656 } 2361 }
2657} 2362}
2658
2659 2363
2660/* 2364/*
2661 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2381 else
2678 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2385 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2388 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2392 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2688 { 2394 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2397 strcat (buf2, buf);
2692 } 2398 }
2399
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2696 return buf2; 2404 return buf2;
2697} 2405}
2698
2699
2700 2406
2701void 2407void
2702do_some_living (object *op) 2408do_some_living (object *op)
2703{ 2409{
2704 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2416 int rate_grace = 2000;
2711 const int max_hp = 1; 2417 const int max_hp = 1;
2712 const int max_sp = 1; 2418 const int max_sp = 1;
2713 const int max_grace = 1; 2419 const int max_grace = 1;
2714 2420
2715 if (op->contr->outputs_sync) 2421 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 } 2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2721 2439
2722 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2723 { 2441 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2446 else
2730 { 2447 {
2731 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2450 }
2451
2734 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2454 else
2737 { 2455 {
2738 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2458 }
2459
2741 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2462 else
2744 { 2463 {
2745 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2466 }
2748 2467
2749 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2470 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 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) 2472 if (op->stats.sp < op->stats.maxsp)
2754 { 2473 {
2755 op->stats.sp++; 2474 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2482 op->stats.food = last_food;
2764 } 2483 }
2765 } 2484 }
2485
2766 if (max_sp > 1) 2486 if (max_sp > 1)
2767 { 2487 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2489 if (over_sp > 0)
2770 { 2490 {
2771 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2772 { 2492 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2496 op->stats.sp--;
2497
2776 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2778 } 2500 }
2779 op->last_sp = 0; 2501 op->last_sp = 0;
2780 } 2502 }
2781 else 2503 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2505 }
2786 else 2506 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2508 }
2791 2509
2792 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2795 { 2513 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2798 if (max_grace > 1) 2517 if (max_grace > 1)
2799 { 2518 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2520 if (over_grace > 0)
2802 { 2521 {
2830 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2551 op->stats.food = last_food;
2833 } 2552 }
2834 } 2553 }
2554
2835 if (max_hp > 1) 2555 if (max_hp > 1)
2836 { 2556 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2558 if (over_hp > 0)
2839 { 2559 {
2852 } 2572 }
2853 2573
2854 /* Digestion */ 2574 /* Digestion */
2855 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2856 { 2576 {
2857#ifdef COZY_SERVER
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2578
2864 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2581 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2868 /* dms do not consume food */ 2584 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2586 op->stats.food--;
2871 } 2587 }
2872 }
2873 2588
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2590 {
2876 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2877 2592
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2594 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2602 break;
2888 } 2603 }
2889 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2890 flesh = tmp; 2605 flesh = tmp;
2891 } /* End if paid for object */ 2606 } /* End if paid for object */
2892 } /* end of for loop */ 2607 } /* end of for loop */
2608
2893 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2610 * eat flesh instead.
2895 */ 2611 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2613 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2900 } 2616 }
2901 } /* end if player is starving */ 2617 }
2902 2618
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2905 2621
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2623 kill_player (op);
2624 }
2908} 2625}
2909
2910
2911 2626
2912/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2630 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2662
2948 /* restore player */ 2663 /* restore player */
2949 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2666 {
2953 remove_ob (tmp); 2667 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2669 }
2957 2670
2958 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2673 {
2962 remove_ob (tmp); 2674 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2676 }
2966 2677
2967 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2681 op->stats.food = 999;
2971 2682
2972 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2685 {
2976 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2687 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2979 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2691 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2695 }
2987 2696
2988 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2699 op->contr->braced = 0;
2995 2704
2996 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2997 2706
2998 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2999 { 2708 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.food = 999;
3005 return;
3006 }
3007 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3009 } 2711 }
3010 else 2712 else
3011 {
3012 if (op->contr->explore)
3013 {
3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3016 op->stats.hp = op->stats.maxhp;
3017 return;
3018 }
3019 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3020 } 2714
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2716
3023 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3024 x = op->x; 2718 x = op->x;
3025 y = op->y; 2719 y = op->y;
3026 map = op->map; 2720 map = op->map;
3027 2721
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3033 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3034 */ 2725 */
3035 2726
3036 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2729 * of death.
3039 */ 2730 */
3040#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3042 { 2733 {
3043 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2736 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2739 little bit harder. */
3049 /* GD */ 2740 /* GD */
3050 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2742 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2743 else
3056 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3057 num_stats_lose = 1; 2747 num_stats_lose = 1;
3058 } 2748
3059 lost_a_stat = 0; 2749 lost_a_stat = 0;
3060 2750
3061 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3062 { 2752 {
3063 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3064 2754
3065 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3066 { 2756 {
3067 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3068 * what he lost. 2758 * what he lost.
3069 */ 2759 */
3070 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3076 } 2778 }
3077 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3078 { 2781 {
3079 /* deplete a stat */ 2782 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3081 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3082 2785 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2786 {
3086 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3088 } 2789
3089 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 if (this_stat < 0) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2796 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2797 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2799 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2800 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2801 else
3131 if (this_stat >= -50)
3132 { 2802 {
3133 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2808 }
3139 } 2809 }
3140 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3141 } 2829 }
2830 }
2831 }
3142 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2833 if (!lost_a_stat)
3144 { 2834 {
3145 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3148 2838
3149 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3150 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2841 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2843 }
3154#else 2844#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2846#endif
3157 2847
3158 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2849 * exp loss on the stone.
3160 */ 2850 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2853 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3166 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2856 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3167 tmp->msg = buf; 2857 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2860
3171 /**************************************/ 2861 /**************************************/
3172 /* */ 2862 /* */
3173 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3176 /* */ 2866 /* */
3177 /**************************************/ 2867 /**************************************/
3178 2868
3179 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2870 /* restore player */
3181 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3183 if (tmp) 2874 if (tmp)
3184 { 2875 {
3185 remove_ob (tmp); 2876 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2878 }
3189 2879
3190 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2882 if (tmp)
3193 { 2883 {
3194 remove_ob (tmp); 2884 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2886 }
3198 2887
3199 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3200 2889
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3204 op->stats.food = 900; 2893 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2897
3209 /* 2898 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3212 * in the map. 2901 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3217 2903
3218 /****************************************/ 2904 /****************************************/
3219 /* */ 2905 /* */
3220 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3222 /* */ 2908 /* */
3223 /****************************************/ 2909 /****************************************/
3224 2910
3225 enter_player_savebed (op); 2911 enter_player_savebed (op);
3226 2912
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2913 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2914
3233 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2918 * on the space that might harm the player.
3237 */ 2919 */
3238 will_kill_again = 0; 2920 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3242 2924
3243 if (will_kill_again) 2925 if (will_kill_again)
3244 { 2926 {
3245 object *force; 2927 object *force;
3246 int at; 2928 int at;
3247 2929
3248 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2932 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2937 force->resist[at] = 100;
3256 2938
3257 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3258 fix_player (op); 2940 op->update_stats ();
3259 2941
3260 } 2942 }
3261 2943
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 2945}
3332
3333 2946
3334void 2947void
3335loot_object (object *op) 2948loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3338 2951
3339 if (op->container) 2952 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2953
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3345 { 2955 {
3346 next = tmp->below; 2956 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3348 continue; 2959 continue;
3349 remove_ob (tmp); 2960
2961 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3351 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2966
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2968 {
3357 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3358 { 2970 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2972 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2974 }
3363 else 2975 else
3364 free_object (tmp); 2976 tmp->destroy ();
3365 } 2977 }
3366 else 2978 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2980 }
3369} 2981}
3371/* 2983/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2986 * was changed.
3375 */ 2987 */
3376
3377void 2988void
3378fix_weight (void) 2989fix_weight (void)
3379{ 2990{
3380 player *pl; 2991 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2992 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 2994
3386 if (old == sum) 2995 if (old == sum)
3387 continue; 2996 continue;
3388 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 2999 }
3391} 3000}
3392 3001
3393void 3002void
3394fix_luck (void) 3003fix_luck (void)
3395{ 3004{
3396 player *pl; 3005 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3401} 3008}
3402
3403 3009
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3407 */ 3013 */
3408
3409void 3014void
3410cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3411{ 3016{
3412 object *skop, *spob; 3017 object *skop, *spob;
3413 3018
3434 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3041
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3043
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3045}
3443 3046
3444void 3047void
3445make_visible (object *op) 3048make_visible (object *op)
3446{ 3049{
3449 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3450 { 3053 {
3451 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3453 } 3056 }
3057
3454 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3455} 3059}
3456 3060
3457int 3061int
3458is_true_undead (object *op) 3062is_true_undead (object *op)
3459{ 3063{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3065 return 1;
3464 3066
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3067 return 0;
3471} 3068}
3472 3069
3473/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3530 3127
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3129
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3537 { 3133 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3135 make_visible (op);
3540 return; 3136 return;
3541 } 3137 }
3542 else 3138 else
3543 num += 20; 3139 num += 20;
3544 } 3140
3545 num += op->map->difficulty; 3141 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3143 num -= hide;
3144
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3146 {
3550 make_visible (op); 3147 make_visible (op);
3551 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3150 }
3554 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3153}
3559 3154
3560/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3561 3156
3562int 3157int
3589 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3590 continue; 3185 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3187 continue;
3593 3188
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3190 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3192 return 1;
3598 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3599 { 3194 {
3629 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3630 { 3225 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3227 return -1;
3633 } 3228 }
3229
3634 if (!pl || !op) 3230 if (!pl || !op)
3635 return 0; 3231 return 0;
3636 3232
3637 if (op->head)
3638 {
3639 op = op->head; 3233 op = op->head_ ();
3640 } 3234
3641 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3642 3236
3643 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3238 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3653 3247
3654 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3250 * for any meaningful values.
3657 */ 3251 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3255 return 1;
3662 op = op->more; 3256 op = op->more;
3663 } 3257 }
3664 return 0; 3258 return 0;
3665} 3259}
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3357 int i = 0, j = 0;
3764 3358
3765 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3768 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3770 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3772 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3774 3368
3775 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3776 return; 3370 return;
3777 3371
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3373
3780 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3781 { 3375 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3377 return;
3784 } 3378 }
3785 3379
3851 { 3445 {
3852 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3447 object *skin;
3854 3448
3855 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3857 if (skin == NULL) 3454 if (!skin)
3858 return; 3455 return;
3859 3456
3860 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3459 {
3907 * not readied. 3504 * not readied.
3908 */ 3505 */
3909void 3506void
3910player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3911{ 3508{
3912 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3913 3511
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3915 { 3513 pl->combat_ob = 0;
3514
3916 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3917 { 3516 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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