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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 1.141 by root, Fri May 18 15:05:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f;
335 ob->direction = 5; /* So player faces south */
336}
337
338player::player ()
339{
340 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point.
342 */
343 outputs_sync = 4;
344 outputs_count = 4;
345 unapply = unapply_nochoice;
346
347 savebed_map = first_map_path; /* Init. respawn position */
348
349 gen_sp_armour = 10;
350 bowtype = bow_normal;
351 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
321/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 388
335 if (p->socket.faces_sent == NULL) 389 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
337 392
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); 393 set_first_map (pl->ob);
345 394
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; 395 return pl;
354} 396}
355 397
356/* 398/*
357 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
367 { 409 {
368 if (at == NULL || at->next == NULL) 410 if (at == NULL || at->next == NULL)
369 at = first_archetype; 411 at = first_archetype;
370 else 412 else
371 at = at->next; 413 at = at->next;
414
372 if (at->clone.type == PLAYER) 415 if (at->clone.type == PLAYER)
373 return at; 416 return at;
417
374 if (at == start) 418 if (at == start)
375 { 419 {
376 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 421 exit (-1);
378 } 422 }
379 } 423 }
380} 424}
381 425
382
383object * 426object *
384get_nearest_player (object *mon) 427get_nearest_player (object *mon)
385{ 428{
386 object *op = NULL; 429 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 430 objectlink *ol;
389 unsigned lastdist; 431 unsigned lastdist;
390 rv_vector rv; 432 rv_vector rv;
391 433
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 435 {
394 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 443 object *tmp = ol->ob;
402 444
403 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 446 * itself will have been cleared.
405 */ 447 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
407 ol = ol->next; 450 ol = ol->next;
408 remove_friendly_object (tmp); 451 remove_friendly_object (tmp);
409 if (!ol) 452 if (!ol)
410 return op; 453 return op;
411 } 454 }
424 { 467 {
425 op = ol->ob; 468 op = ol->ob;
426 lastdist = rv.distance; 469 lastdist = rv.distance;
427 } 470 }
428 } 471 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 472
430 { 473 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 474 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 475 if (lastdist > rv.distance)
435 { 476 {
436 op = pl->ob; 477 op = pl->ob;
437 lastdist = rv.distance; 478 lastdist = rv.distance;
438 } 479 }
439 } 480
440 }
441#if 0 481#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 482 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 483#endif
444 return op; 484 return op;
445} 485}
463 * circling behaviour. Unfortunately, this function is also used to determined 503 * 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 504 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 505 * is probably not a good thing.
466 */ 506 */
467#define MAX_SPACES 50 507#define MAX_SPACES 50
468
469 508
470/* 509/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 510 * 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 511 * 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 512 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 543 x = mon->x;
505 y = mon->y; 544 y = mon->y;
506 m = mon->map; 545 m = mon->map;
507 dir = rv.direction; 546 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 547 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549
510 /* If we can't solve it within the search distance, return now. */ 550 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 551 if (diff > max)
512 return 0; 552 return 0;
553
513 while (diff > 1 && max > 0) 554 while (diff > 1 && max > 0)
514 { 555 {
515 lastx = x; 556 lastx = x;
516 lasty = y; 557 lasty = y;
517 lastmap = m; 558 lastmap = m;
599 max--; 640 max--;
600 lastdir = dir; 641 lastdir = dir;
601 if (!firstdir) 642 if (!firstdir)
602 firstdir = dir; 643 firstdir = dir;
603 } 644 }
645
604 if (diff <= 1) 646 if (diff <= 1)
605 { 647 {
606 /* Recalculate diff (distance) because we may not have actually 648 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 649 * headed toward player for entire distance.
608 */ 650 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 651 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); 652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 653 }
654
612 if (diff > max) 655 if (diff > max)
613 return 0; 656 return 0;
614 } 657 }
658
615 /* If we reached the max, didn't find a direction in time */ 659 /* If we reached the max, didn't find a direction in time */
616 if (!max) 660 if (!max)
617 return 0; 661 return 0;
618 662
619 return firstdir; 663 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 690 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 691 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 692 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 693 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 694 {
651 remove_ob (op); 695 op->destroy ();
652 free_object (op);
653 continue; 696 continue;
654 } 697 }
655 } 698 }
656 699
657 /* This really needs to be better - we should really give 700 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 711 if (tmp->type == op->type && tmp->name == op->name)
669 break; 712 break;
670 713
671 if (tmp) 714 if (tmp)
672 { 715 {
673 remove_ob (op); 716 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 717 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 718 continue;
677 } 719 }
720
678 if (op->nrof > 1) 721 if (op->nrof > 1)
679 op->nrof = 1; 722 op->nrof = 1;
680 } 723 }
681 724
682 if (op->type == SPELLBOOK && op->inv) 725 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 737 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 738 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 739 }
697 if (op->type == SPELL) 740 if (op->type == SPELL)
698 { 741 {
699 remove_ob (op); 742 op->destroy ();
700 free_object (op);
701 continue; 743 continue;
702 } 744 }
703 else if (op->type == SKILL) 745 else if (op->type == SKILL)
704 { 746 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 747 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 756 /* Need to set up the skill pointers */
715 link_player_skills (pl); 757 link_player_skills (pl);
716} 758}
717 759
718void 760void
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) 761get_party_password (object *op, partylist *party)
803{ 762{
804 if (party == NULL) 763 if (party == NULL)
805 { 764 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 765 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 766 return;
808 } 767 }
768
809 op->contr->write_buf[0] = '\0'; 769 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 770 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 771 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 773}
814
815 774
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 776static int
818roll_stat (void) 777roll_stat (void)
819{ 778{
820 int a[4], i, j, k; 779 int a[4], i, j, k;
821 780
822 for (i = 0; i < 4; i++) 781 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 782 a[i] = (int) rndm (6) + 1;
824 783
825 for (i = 0, j = 0, k = 7; i < 4; i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 785 if (a[i] < k)
827 k = a[i], j = i; 786 k = a[i], j = i;
828 787
829 for (i = 0, k = 0; i < 4; i++) 788 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 789 if (i != j)
832 k += a[i]; 790 k += a[i];
833 } 791
834 return k; 792 return k;
835} 793}
836 794
837void 795void
838roll_stats (object *op) 796object::roll_stats ()
839{ 797{
798 int statsort [NUM_STATS];
799
800 for (;;)
801 {
840 int sum = 0; 802 int sum = 0;
841 int i = 0, j = 0; 803 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 804 sum += statsort [i] = roll_stat ();
843 805
844 do 806 if (sum >= 82 && sum <= 116)
807 break;
845 { 808 }
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);
856 809
857 /* Sort the stats so that rerolling is easier... */ 810 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 811 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;
865 812
866 /* a quick and dirty bubblesort? */ 813 for (int i = 0; i < NUM_STATS; ++i)
867 do 814 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);
882 815
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; 816 stats.exp = 0;
902 op->stats.ac = 0; 817 stats.ac = 0;
903 818
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; 819 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
912 op->contr->orig_stats = op->stats; 829 contr->orig_stats = stats;
830 }
913} 831}
914 832
915void 833void
916Roll_Again (object *op) 834object::swap_stats (int a, int b)
917{ 835{
918 esrv_new_player (op->contr, 0); 836 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}
922 837
923void 838 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 839 stats.stat (i) = contr->orig_stats.stat (i);
840
841 //TODO: the following code looks so borked and should, at the very least,
842 // be merged with the similar code in roll_stats
843 stats.ac = 0;
844
845 level = 1;
846 stats.exp = 0;
847 stats.ac = 0;
848
849 stats.hp = stats.maxhp;
850 stats.sp = stats.maxsp;
851 stats.grace = stats.maxgrace;
852
853 if (contr)
854 {
855 contr->levhp[1] = 9;
856 contr->levsp[1] = 6;
857 contr->levgrace[1] = 3;
858
859 contr->orig_stats = stats;
860 }
861}
862
863static void
864start_info (object *op)
925{ 865{
926 signed char tmp;
927 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
928 867
929 if (op->contr->Swap_First == -1) 868 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); 869 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 870 //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); 871 //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} 872}
1044 873
1045/* This function takes the key that is passed, and does the 874/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
1049 * not the class. 878 * not the class.
1050 */ 879 */
1051 880void
1052int 881player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 882{
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 */ 883 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 885
886 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl)
888 create_treasure (tl, ob, 0, 0, 0);
889
1071 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
1073 892
1074 op->contr->state = ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
1075 894
1076 if (op->msg) 895 if (ob->msg)
1077 op->msg = NULL; 896 ob->msg = 0;
1078 897
1079 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1080 * to save here. 899 * to save here.
1081 */ 900 */
901 {
902 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 904 make_path_to_file (buf);
905 }
1084 906
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 907 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 909 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 910 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 911 esrv_send_inventory (ob, ob);
1093 fix_player (op); 912 ob->update_stats ();
1094 913
1095 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1096 * is one for this race 915 * is one for this race
1097 */ 916 */
1098 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1099 { 918 {
1100 object *tmp; 919 object *tmp;
1101 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1102 921
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 923 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1110 * default initial map */ 929 * default initial map */
1111 free_object (tmp); 930 tmp->destroy ();
1112 } 931 }
1113 else 932 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 934}
1117 return 0;
1118 }
1119 935
936void
937player::chargen_race_next ()
938{
1120 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1122 */ 941 */
1123 942
1124 tmp_loop = 0; 943 do
1125 while (!tmp_loop)
1126 { 944 {
1127 shstr name = op->name; 945 shstr name = ob->name;
1128 int x = op->x, y = op->y; 946 int x = ob->x, y = ob->y;
1129 947
1130 remove_statbonus (op); 948 ob->remove_statbonus ();
1131 remove_ob (op); 949 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 950 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 951 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 952 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 953 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 954 ob->name = ob->name_pl = name;
1137 op->x = x; 955 ob->x = x;
1138 op->y = y; 956 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 959 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 960 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 961 }
962 while (!allowed_class (ob));
1145 963
1146 update_object (op, UP_OBJ_FACE); 964 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 966 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 967 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 968 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 969 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} 970}
1208 971
1209void 972void
1210flee_player (object *op) 973flee_player (object *op)
1211{ 974{
1241 { 1004 {
1242 op->enemy = NULL; 1005 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1007 return;
1245 } 1008 }
1009
1246 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1247 1011
1248 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1250 { 1014 {
1251 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1252 1016
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1018 return;
1256 }
1257 } 1019 }
1020
1258 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1023 op->enemy = NULL;
1261} 1024}
1262 1025
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1028 * stop.
1267 */ 1029 */
1268int 1030int
1269check_pick (object *op) 1031check_pick (object *op)
1270{ 1032{
1271 object *tmp, *next; 1033 object *tmp, *next;
1272 int stop = 0; 1034 int stop = 0;
1273 int j, k, wvratio; 1035 int wvratio;
1274 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1275 1037
1276 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1278 return 1; 1040 return 1;
1279 1041
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1112 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 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 } 1117 }
1118
1384 /* philosophy: 1119 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1124 * example.
1390 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1378 * found object is returned.
1644 */ 1379 */
1645object * 1380object *
1646find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1647{ 1382{
1648 object *tmp = NULL; 1383 object *tmp = 0;
1649 1384
1650 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1654 return op; 1389 return op;
1390
1655 return tmp; 1391 return tmp;
1656} 1392}
1657 1393
1658/* 1394/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1399 */
1664
1665object * 1400object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1402{
1668 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1471 * op = the shooter
1737 * type = bow->race 1472 * type = bow->race
1738 * dir = fire direction 1473 * dir = fire direction
1739 */ 1474 */
1740
1741object * 1475object *
1742pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1743{ 1477{
1744 object *tmp = NULL; 1478 object *tmp = NULL;
1745 maptile *m; 1479 maptile *m;
1810 */ 1544 */
1811int 1545int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1547{
1814 object *left, *bow; 1548 object *left, *bow;
1815 int bowspeed, mflags; 1549 int mflags;
1816 maptile *m; 1550 maptile *m;
1817 1551
1818 if (!dir) 1552 if (!dir)
1819 { 1553 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1555 return 0;
1822 } 1556 }
1823 if (op->type == PLAYER) 1557
1824 bow = op->contr->ranges[range_bow]; 1558 if (op->contr)
1559 bow = op->current_weapon;
1825 else 1560 else
1826 { 1561 {
1827 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1569 if (!bow)
1835 { 1570 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1572 return 0;
1838 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1839 } 1582 }
1583
1840 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1841 { 1585 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1587 return 0;
1844 } 1588 }
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 1589
1854 if (arrow == NULL) 1590 if (arrow == NULL)
1855 { 1591 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1593 {
1858 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1597 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1863 return 0; 1600 return 0;
1864 } 1601 }
1865 } 1602 }
1603
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1605 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1606 return 0;
1870 } 1607
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1608 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1609 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1610 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1611 return 0;
1875 } 1612 }
1876 1613
1877 /* this should not happen, but sometimes does */ 1614 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1615 if (arrow->nrof == 0)
1879 { 1616 {
1880 remove_ob (arrow); 1617 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1618 return 0;
1883 } 1619 }
1884 1620
1885 left = arrow; /* these are arrows left to the player */ 1621 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1622 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1623 if (!arrow)
1888 { 1624 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1626 return 0;
1891 } 1627 }
1892 set_owner (arrow, op); 1628
1629 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1631 arrow->direction = dir;
1896 arrow->x = sx; 1632
1897 arrow->y = sy; 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype;
1636
1637 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1662 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0;
1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1898 1670
1899 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1900 { 1672 {
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; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 wc -= dex_bonus[op->stats.Dex];
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1934 } 1680 }
1935 else 1681 else
1936 { 1682 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1683 arrow->level = op->level;
1939 } 1684 arrow->stats.wc -= bow->magic;
1940 1685
1941 if (arrow->attacktype == AT_PHYSICAL) 1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1942 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1690 }
1943 1691
1944 if (bow->slaying != NULL) 1692 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1694
1947 arrow->map = m; 1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1698
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1953 1701
1954 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1703 move_arrow (arrow);
1956 1704
1957 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1977{ 1725{
1978 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1979 1727
1980 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1981 { 1729 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1731 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1733 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1735 wcmod = -1;
1736
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1738 }
1990 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
1991 { 1740 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1746 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1750 }
2003 else 1751 else
2004 { 1752 {
2005 /* Simple case */ 1753 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1755 }
1756
2008 return ret; 1757 return ret;
2009} 1758}
2010
2011 1759
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
2014 */ 1762 */
2015void 1763void
2016fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
2017{ 1765{
2018 object *item; 1766 object *item = op->contr->ranged_ob;
2019 1767
2020 if (!op->contr->ranges[range_misc]) 1768 if (!item)
2021 { 1769 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1771 return;
2024 } 1772 }
2025 1773
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1774 if (!item->inv)
2028 { 1775 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1777 return;
2031 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
2032 if (item->type == WAND) 1783 if (item->type == WAND)
2033 { 1784 {
2034 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2035 { 1786 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2038 return; 1790 return;
2039 } 1791 }
2040 } 1792 }
2041 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2042 { 1794 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 { 1796 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2046 if (item->type == ROD) 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1801 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2050 return; 1804 return;
2051 } 1805 }
2052 } 1806 }
2053 1807
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2062 1816
2063 if (item->arch) 1817 if (item->arch)
2064 { 1818 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2067 item->speed = 0; 1821 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1822 }
1823
2070 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1826 }
2073 } 1827 }
2074 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1829 drain_rod_charge (item);
2077 }
2078 } 1830 }
2079} 1831}
2080 1832
2081/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2082 */ 1834 */
2087 1839
2088 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2090 make_visible (op); 1842 make_visible (op);
2091 1843
2092 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2093 { 1847 {
2094 case range_none: 1848 control_golem (op->contr->golem, dir);
2095 return; 1849 return;
1850 }
2096 1851
2097 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
2098 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
2099 return; 1864 break;
2100 1865
2101 case range_magic: /* Casting spells */ 1866 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1868 break;
2104 1869
2105 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
2106 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
2107 return; 1880 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 } 1881 }
2135} 1882}
2136
2137
2138 1883
2139/* find_key 1884/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1885 * We try to find a key for the door as passed. If we find a key
2141 * and successfully use it, we return the key, otherwise NULL 1886 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1889 * pl is the player,
2145 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
2148 */ 1893 */
2149
2150object * 1894object *
2151find_key (object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
2152{ 1896{
2153 object *tmp, *key; 1897 object *tmp, *key;
2154 1898
2155 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1900 if (!container->inv)
2157 return NULL; 1901 return 0;
2158 1902
2159 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1905 {
2162 if (door->type == DOOR && tmp->type == KEY) 1906 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1907 break;
2164 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
2166 */ 1910 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1912 break;
2169 } 1913 }
1914
2170 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1916 /* If we find and use a key in an inventory, return at that time.
2172 * otherwise, if we search all the inventories and still don't find 1917 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1918 * a key, return
2174 */ 1919 */
2175 if (!tmp) 1920 if (!tmp)
2176 { 1921 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1923 {
2179 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1925 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1926 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1927 if ((key = find_key (pl, tmp, door)))
2183 return key; 1928 return key;
2184 } 1929 }
2185 } 1930 }
1931
2186 if (!tmp) 1932 if (!tmp)
2187 return NULL; 1933 return NULL;
2188 } 1934 }
1935
2189 /* We get down here if we have found a key. Now if its in a container, 1936 /* We get down here if we have found a key. Now if its in a container,
2190 * see if we actually want to use it 1937 * see if we actually want to use it
2191 */ 1938 */
2192 if (pl != container) 1939 if (pl != container)
2193 { 1940 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1961 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)); 1962 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1963 return NULL;
2217 } 1964 }
2218 } 1965 }
1966
2219 return tmp; 1967 return tmp;
2220} 1968}
2221 1969
2222/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1973 * 0 otherwise
2226 */ 1974 */
2227static int 1975static int
2228player_attack_door (object *op, object *door) 1976player_attack_door (object *op, object *door)
2229{ 1977{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1978 /* If its a door, try to find a use a key. If we do destroy the door,
2232 * might as well return immediately as there is nothing more to do - 1979 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1980 * otherwise, we fall through to the rest of the code.
2234 */ 1981 */
2235 object *key = find_key (op, op, door); 1982 object *key = find_key (op, op, door);
2238 if (key) 1985 if (key)
2239 { 1986 {
2240 object *container = key->env; 1987 object *container = key->env;
2241 1988
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
2243 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2244 make_visible (op); 1992 make_visible (op);
1993
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1996
2247 if (door->type == DOOR) 1997 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2252 { 2000 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2001 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2254 remove_door2 (door); /* remove door without violence ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
2255 } 2003 }
2004
2256 /* Do this after we print the message */ 2005 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2259 if (container != op) 2008 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2261 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2262 } 2012 }
2263 else if (door->type == LOCKED_DOOR) 2013 else if (door->type == LOCKED_DOOR)
2264 { 2014 {
2265 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 2017 return 1;
2268 } 2018 }
2019
2269 return 0; 2020 return 0;
2270} 2021}
2271 2022
2272/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2025 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2026 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2027 * going to try and move (not fire weapons).
2277 */ 2028 */
2278
2279void 2029void
2280move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2281{ 2031{
2282 object *tmp, *mon; 2032 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 2033 int on_battleground;
2285 maptile *m; 2034 maptile *m;
2286 2035
2287 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2289 2038
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2039 on_battleground = op_on_battleground (op, 0, 0);
2291 2040
2292 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2293 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2294 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2295 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2300 */ 2049 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302 { 2051 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2052 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 { 2053 {
2305 m = get_map_from_coord (op->map, &nx, &ny); 2054 m = op->map->xy_find (nx, ny);
2306 if (!m) 2055 if (!m)
2307 return; /* Don't think this should happen */ 2056 return; /* Don't think this should happen */
2308 } 2057 }
2309 else 2058 else
2310 m = op->map; 2059 m = op->map;
2311 2060
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2061 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; 2062 return;
2316 }
2317 2063
2318 mon = NULL; 2064 mon = 0;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2320 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2321 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2068 * on the space
2323 */ 2069 */
2324 while (tmp != NULL) 2070 while (tmp)
2325 { 2071 {
2326 if (tmp == op) 2072 if (tmp == op)
2327 { 2073 {
2328 tmp = tmp->above; 2074 tmp = tmp->above;
2329 continue; 2075 continue;
2339 mon = tmp; 2085 mon = tmp;
2340 2086
2341 tmp = tmp->above; 2087 tmp = tmp->above;
2342 } 2088 }
2343 2089
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2090 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2091 return; /* into a wall */
2346 2092
2347 if (mon->head != NULL) 2093 if (mon->head)
2348 mon = mon->head; 2094 mon = mon->head;
2349 2095
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon)) 2097 if (player_attack_door (op, mon))
2352 return; 2098 return;
2361 2107
2362 /* If the creature is a pet, push it even if the player is not 2108 /* If the creature is a pet, push it even if the player is not
2363 * peaceful. Our assumption is the creature is a pet if the 2109 * peaceful. Our assumption is the creature is a pet if the
2364 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2365 */ 2111 */
2366 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2367#if COZY_SERVER 2113 && ((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) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2371#else 2115 || mon->owner == op)
2372 && get_owner (mon) == op
2373#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2117 {
2376 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2119 if (op->contr->braced)
2378 return; 2120 return;
2121
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2125 make_visible (op);
2126
2383 return; 2127 return;
2384 } 2128 }
2385 2129
2386 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2388 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2389 * attack them either. 2133 * attack them either.
2390 */ 2134 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2393#ifdef PROHIBIT_PLAYERKILL 2137 && ((op->contr->peaceful
2394 (op->contr->peaceful 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2395 || (mon->type == PLAYER 2139 && !on_battleground))
2396 && mon->contr->
2397 peaceful)) &&
2398#else
2399 op->contr->peaceful &&
2400#endif
2401 !on_battleground))
2402 { 2140 {
2403 if (!op->contr->braced) 2141 if (!op->contr->braced)
2404 { 2142 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2407 } 2145 }
2408 else 2146 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2148
2412 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2150 make_visible (op);
2414 } 2151 }
2415 2152
2416 /* If the object is a boulder or other rollable object, then 2153 /* 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 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2168 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2171 {
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) 2172 if (!op->contr->has_hit)
2443 { 2173 {
2174 op->contr->has_hit = 1;
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2445
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 } 2176 }
2448 2177
2449 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2450 2179
2451 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2183 * the wiz.
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 { 2186 {
2458 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2459 2188
2460 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2463 } 2192 }
2193
2464 if (action_makes_visible (op)) 2194 if (action_makes_visible (op))
2465 make_visible (op); 2195 make_visible (op);
2466 } 2196 }
2467 } /* if player should attack something */ 2197 } /* if player should attack something */
2468} 2198}
2470int 2200int
2471move_player (object *op, int dir) 2201move_player (object *op, int dir)
2472{ 2202{
2473 int pick; 2203 int pick;
2474 2204
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2206 return 0;
2477 2207
2478 /* Sanity check: make sure dir is valid */ 2208 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2209 if ((dir < 0) || (dir >= 9))
2480 { 2210 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2212 return 0;
2483 } 2213 }
2484 2214
2485 /* peterm: added following line */ 2215 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2218
2489 op->facing = dir; 2219 op->facing = dir;
2490 2220
2491 if (op->hide) 2221 if (op->hide)
2492 do_hidden_move (op); 2222 do_hidden_move (op);
2503 2233
2504 /* Add special check for newcs players and fire on - this way, the 2234 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2235 * server can handle repeat firing.
2506 */ 2236 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2238 op->direction = dir;
2510 }
2511 else 2239 else
2512 {
2513 op->direction = 0; 2240 op->direction = 0;
2514 } 2241
2515 /* Update how the player looks. Use the facing, so direction may 2242 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2243 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2244 * for players.
2518 */ 2245 */
2519 animate_object (op, op->facing); 2246 animate_object (op, op->facing);
2528 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2529 */ 2256 */
2530int 2257int
2531handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2532{ 2259{
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)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2261 {
2555 flee_player (op); 2262 flee_player (op);
2263
2556 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2557 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2558 { 2266 {
2559 op->speed_left--; 2267 --op->speed_left;
2560 return 0; 2268 return 0;
2561 } 2269 }
2562 } 2270 }
2563
2564 /* I've been seeing crashes where the golem has been destroyed, but
2565 * the player object still points to the defunct golem. The code that
2566 * destroys the golem looks correct, and it doesn't always happen, so
2567 * put this in a a workaround to clean up the golem pointer.
2568 */
2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2570 op->contr->ranges[range_golem] = 0;
2571 2271
2572 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2274 * called, so we recheck it here.
2575 */ 2275 */
2576 HandleClient (&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2577 if (op->speed_left < 0)
2578 return 0; 2277 return 1;
2579 2278
2279 if (op->speed_left > 0.f)
2280 {
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2282 {
2582 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--; 2284 --op->speed_left;
2584 2285
2585 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2588 */ 2289 */
2589 move_player (op, op->direction); 2290 move_player (op, op->direction);
2590 if (op->speed_left > 0) 2291
2591 return 1; 2292 return op->speed_left > 0.f;
2592 else 2293 }
2593 return 0;
2594 } 2294 }
2295
2595 return 0; 2296 return 0;
2596} 2297}
2597 2298
2598int 2299int
2599save_life (object *op) 2300save_life (object *op)
2600{ 2301{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2303 return 0;
2605 2304
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2307 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2610 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310
2611 if (op->contr) 2311 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2312 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2313
2614 free_object (tmp); 2314 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2315 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316
2616 if (op->stats.hp < 0) 2317 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2319
2618 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2619 op->stats.food = 999; 2321 op->stats.food = 999;
2620 fix_player (op); 2322
2323 op->update_stats ();
2621 return 1; 2324 return 1;
2622 } 2325 }
2326
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2330 return 0;
2627} 2331}
2632 * from. 2336 * from.
2633 */ 2337 */
2634void 2338void
2635remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2636{ 2340{
2637 object *next;
2638
2639 while (op) 2341 while (op)
2640 { 2342 {
2641 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2344
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2346 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2652 } 2351 }
2653 else if (op->inv) 2352 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2354
2655 op = next; 2355 op = next;
2656 } 2356 }
2657} 2357}
2658
2659 2358
2660/* 2359/*
2661 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2376 else
2678 sprintf (buf, "%s\n", &op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2380 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2383 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2387 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2688 { 2389 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2392 strcat (buf2, buf);
2692 } 2393 }
2394
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2696 return buf2; 2399 return buf2;
2697} 2400}
2698
2699
2700 2401
2701void 2402void
2702do_some_living (object *op) 2403do_some_living (object *op)
2703{ 2404{
2704 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2411 int rate_grace = 2000;
2711 const int max_hp = 1; 2412 const int max_hp = 1;
2712 const int max_sp = 1; 2413 const int max_sp = 1;
2713 const int max_grace = 1; 2414 const int max_grace = 1;
2714 2415
2715 if (op->contr->outputs_sync) 2416 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2721 2434
2722 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2723 { 2436 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2441 else
2730 { 2442 {
2731 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2445 }
2446
2734 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2449 else
2737 { 2450 {
2738 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2453 }
2454
2741 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2457 else
2744 { 2458 {
2745 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2461 }
2748 2462
2749 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2465 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2754 { 2468 {
2755 op->stats.sp++; 2469 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2477 op->stats.food = last_food;
2764 } 2478 }
2765 } 2479 }
2480
2766 if (max_sp > 1) 2481 if (max_sp > 1)
2767 { 2482 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2484 if (over_sp > 0)
2770 { 2485 {
2771 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2772 { 2487 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2491 op->stats.sp--;
2492
2776 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2778 } 2495 }
2779 op->last_sp = 0; 2496 op->last_sp = 0;
2780 } 2497 }
2781 else 2498 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2500 }
2786 else 2501 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2503 }
2791 2504
2792 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2795 { 2508 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2798 if (max_grace > 1) 2512 if (max_grace > 1)
2799 { 2513 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2515 if (over_grace > 0)
2802 { 2516 {
2830 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2546 op->stats.food = last_food;
2833 } 2547 }
2834 } 2548 }
2549
2835 if (max_hp > 1) 2550 if (max_hp > 1)
2836 { 2551 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2553 if (over_hp > 0)
2839 { 2554 {
2852 } 2567 }
2853 2568
2854 /* Digestion */ 2569 /* Digestion */
2855 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2856 { 2571 {
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; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2573
2864 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2576 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578
2868 /* dms do not consume food */ 2579 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2580 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2581 op->stats.food--;
2871 } 2582 }
2872 }
2873 2583
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2584 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2585 {
2876 object *tmp, *flesh = NULL; 2586 object *tmp, *flesh = 0;
2877 2587
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2588 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2589 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2591 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2593 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2595 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2596 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2597 break;
2888 } 2598 }
2889 else if (tmp->type == FLESH) 2599 else if (tmp->type == FLESH)
2890 flesh = tmp; 2600 flesh = tmp;
2891 } /* End if paid for object */ 2601 } /* End if paid for object */
2892 } /* end of for loop */ 2602 } /* end of for loop */
2603
2893 /* If player is still starving, it means they don't have any food, so 2604 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2605 * eat flesh instead.
2895 */ 2606 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2608 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2610 manual_apply (op, flesh, 0);
2900 } 2611 }
2901 } /* end if player is starving */ 2612 }
2902 2613
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2614 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2615 op->stats.food++, op->stats.hp--;
2905 2616
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2618 kill_player (op);
2619 }
2908} 2620}
2909
2910
2911 2621
2912/* If the player should die (lack of hp, food, etc), we call this. 2622/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2623 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2624 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2625 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2657
2948 /* restore player */ 2658 /* restore player */
2949 at = archetype::find ("poisoning"); 2659 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2661 {
2953 remove_ob (tmp); 2662 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2664 }
2957 2665
2958 at = archetype::find ("confusion"); 2666 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2667 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2668 {
2962 remove_ob (tmp); 2669 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2671 }
2966 2672
2967 cure_disease (op, 0); /* remove any disease */ 2673 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2674 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2675 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2676 op->stats.food = 999;
2971 2677
2972 /* create a bodypart-trophy to make the winner happy */ 2678 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2679 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2680 {
2976 sprintf (buf, "%s's finger", &op->name); 2681 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2682 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
2979 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " the %s, when he was defeated at\n level %d by %s.\n",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2686 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2687 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2688 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2689 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2690 }
2987 2691
2988 /* teleport defeated player to new destination */ 2692 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2694 op->contr->braced = 0;
2995 2699
2996 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
2997 2701
2998 if (op->stats.food < 0) 2702 if (op->stats.food < 0)
2999 { 2703 {
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); 2704 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2705 strcpy (op->contr->killer, "starvation");
3009 } 2706 }
3010 else 2707 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); 2708 sprintf (buf, "%s died.", &op->name);
3020 } 2709
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2711
3023 /* save the map location for corpse, gravestone */ 2712 /* save the map location for corpse, gravestone */
3024 x = op->x; 2713 x = op->x;
3025 y = op->y; 2714 y = op->y;
3026 map = op->map; 2715 map = op->map;
3027 2716
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2717 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2718 * life if they are dead - it takes some exp and a random stat.
3033 * See the config.h file for a little more in depth detail about this. 2719 * See the config.h file for a little more in depth detail about this.
3034 */ 2720 */
3035 2721
3036 /* Basically two ways to go - remove a stat permanently, or just 2722 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2723 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2724 * of death.
3039 */ 2725 */
3040#ifndef COZY_SERVER 2726#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2727 if (settings.balanced_stat_loss)
3042 { 2728 {
3043 /* If stat loss is permanent, lose one stat only. */ 2729 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2730 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2731 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2732 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2733 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2734 little bit harder. */
3049 /* GD */ 2735 /* GD */
3050 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2737 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2738 else
3056 { 2739 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2740 }
2741 else
3057 num_stats_lose = 1; 2742 num_stats_lose = 1;
3058 } 2743
3059 lost_a_stat = 0; 2744 lost_a_stat = 0;
3060 2745
3061 for (z = 0; z < num_stats_lose; z++) 2746 for (z = 0; z < num_stats_lose; z++)
3062 { 2747 {
3063 i = RANDOM () % NUM_STATS; 2748 i = RANDOM () % NUM_STATS;
3064 2749
3065 if (settings.stat_loss_on_death) 2750 if (settings.stat_loss_on_death)
3066 { 2751 {
3067 /* Pick a random stat and take a point off it. Tell the player 2752 /* Pick a random stat and take a point off it. Tell the player
3068 * what he lost. 2753 * what he lost.
3069 */ 2754 */
3070 change_attr_value (&(op->stats), i, -1); 2755 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2756 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2757 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2758 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2759 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1; 2760 lost_a_stat = 1;
2761 }
2762 else
2763 {
2764 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion");
2766 object *dep;
2767
2768 dep = present_arch_in_ob (deparch, op);
2769 if (!dep)
2770 {
2771 dep = arch_to_object (deparch);
2772 insert_ob_in_ob (dep, op);
3076 } 2773 }
3077 else 2774 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss)
3078 { 2776 {
3079 /* deplete a stat */ 2777 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2778 /* Get the stat that we're about to deplete. */
3081 object *dep; 2779 this_stat = get_attr_value (&(dep->stats), i);
3082 2780 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2781 {
3086 dep = arch_to_object (deparch); 2782 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2783 int keep_chance = this_stat * this_stat;
3088 } 2784
3089 lose_this_stat = 1; 2785 /* 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) 2786 if (keep_chance < 1)
2787 keep_chance = 1;
2788
2789 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2791 {
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; 2792 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2793 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2794 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 } 2795 }
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 */ 2796 else
3131 if (this_stat >= -50)
3132 { 2797 {
3133 change_attr_value (&(dep->stats), i, -1); 2798 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; 2799 lose_this_stat = 0;
2800 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2801 this_stat, keep_chance, loss_chance,
2802 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2803 }
3139 } 2804 }
3140 } 2805 }
2806
2807 if (lose_this_stat)
2808 {
2809 this_stat = get_attr_value (&(dep->stats), i);
2810 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a
2814 * difference.
2815 */
2816 if (this_stat >= -50)
2817 {
2818 change_attr_value (&(dep->stats), i, -1);
2819 SET_FLAG (dep, FLAG_APPLIED);
2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2821 op->update_stats ();
2822 lost_a_stat = 1;
2823 }
3141 } 2824 }
2825 }
2826 }
3142 /* If no stat lost, tell the player. */ 2827 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2828 if (!lost_a_stat)
3144 { 2829 {
3145 /* determine_god() seems to not work sometimes... why is this? 2830 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2831 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2832 const char *god = determine_god (op);
3148 2833
3149 if (god && (strcmp (god, "none"))) 2834 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); 2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2836 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2838 }
3154#else 2839#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2841#endif
3157 2842
3158 /* Put a gravestone up where the character 'almost' died. List the 2843 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2844 * exp loss on the stone.
3160 */ 2845 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2846 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2847 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2848 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2849 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2850 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); 2851 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3167 tmp->msg = buf; 2852 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2853 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2854 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2855
3171 /**************************************/ 2856 /**************************************/
3172 /* */ 2857 /* */
3173 /* Subtract the experience points, */ 2858 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2859 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2860 /* food, and reset HP's... */
3176 /* */ 2861 /* */
3177 /**************************************/ 2862 /**************************************/
3178 2863
3179 /* remove any poisoning and confusion the character may be suffering. */ 2864 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2865 /* restore player */
3181 at = archetype::find ("poisoning"); 2866 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2867 tmp = present_arch_in_ob (at, op);
2868
3183 if (tmp) 2869 if (tmp)
3184 { 2870 {
3185 remove_ob (tmp); 2871 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2873 }
3189 2874
3190 at = archetype::find ("confusion"); 2875 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2876 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2877 if (tmp)
3193 { 2878 {
3194 remove_ob (tmp); 2879 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2881 }
3198 2882
3199 cure_disease (op, 0); /* remove any disease */ 2883 cure_disease (op, 0); /* remove any disease */
3200 2884
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2885 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2886 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2887 if (op->stats.food < 100)
3204 op->stats.food = 900; 2888 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2892
3209 /* 2893 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2894 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2895 * and put them back in the map.
3212 * in the map. 2896 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2897 remove_unpaid_objects (op->inv, op);
3217 2898
3218 /****************************************/ 2899 /****************************************/
3219 /* */ 2900 /* */
3220 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
3222 /* */ 2903 /* */
3223 /****************************************/ 2904 /****************************************/
3224 2905
3225 enter_player_savebed (op); 2906 enter_player_savebed (op);
3226 2907
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2908 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2909
3233 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2913 * on the space that might harm the player.
3237 */ 2914 */
3238 will_kill_again = 0; 2915 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2916 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2917 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2918 will_kill_again |= tmp->attacktype;
3242 2919
3243 if (will_kill_again) 2920 if (will_kill_again)
3244 { 2921 {
3245 object *force; 2922 object *force;
3246 int at; 2923 int at;
3247 2924
3248 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2927 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2932 force->resist[at] = 100;
3256 2933
3257 insert_ob_in_ob (force, op); 2934 insert_ob_in_ob (force, op);
3258 fix_player (op); 2935 op->update_stats ();
3259 2936
3260 } 2937 }
3261 2938
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2939 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} 2940}
3332
3333 2941
3334void 2942void
3335loot_object (object *op) 2943loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2944{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2945 object *tmp, *tmp2, *next;
3338 2946
3339 if (op->container) 2947 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2948
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2949 for (tmp = op->inv; tmp; tmp = next)
3345 { 2950 {
3346 next = tmp->below; 2951 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2952
2953 if (tmp->invisible)
3348 continue; 2954 continue;
3349 remove_ob (tmp); 2955
2956 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2958
3351 if (tmp->type == CONTAINER) 2959 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2960 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2961
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2963 {
3357 if (tmp->nrof > 1) 2964 if (tmp->nrof > 1)
3358 { 2965 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2967 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2969 }
3363 else 2970 else
3364 free_object (tmp); 2971 tmp->destroy ();
3365 } 2972 }
3366 else 2973 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2974 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2975 }
3369} 2976}
3371/* 2978/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2981 * was changed.
3375 */ 2982 */
3376
3377void 2983void
3378fix_weight (void) 2984fix_weight (void)
3379{ 2985{
3380 player *pl; 2986 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2987 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 2989
3386 if (old == sum) 2990 if (old == sum)
3387 continue; 2991 continue;
3388 fix_player (pl->ob); 2992 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 2994 }
3391} 2995}
3392 2996
3393void 2997void
3394fix_luck (void) 2998fix_luck (void)
3395{ 2999{
3396 player *pl; 3000 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 3001 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3002 pl->ob->change_luck (0);
3401} 3003}
3402
3403 3004
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3005/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3006 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3007 * just treat this as any other spell casting object.
3407 */ 3008 */
3408
3409void 3009void
3410cast_dust (object *op, object *throw_ob, int dir) 3010cast_dust (object *op, object *throw_ob, int dir)
3411{ 3011{
3412 object *skop, *spob; 3012 object *skop, *spob;
3413 3013
3434 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3035 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3036
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3037 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3038
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3039 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3040}
3443 3041
3444void 3042void
3445make_visible (object *op) 3043make_visible (object *op)
3446{ 3044{
3449 if (op->type == PLAYER) 3047 if (op->type == PLAYER)
3450 { 3048 {
3451 op->contr->tmp_invis = 0; 3049 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3050 op->contr->invis_race = 0;
3453 } 3051 }
3052
3454 update_object (op, UP_OBJ_FACE); 3053 update_object (op, UP_OBJ_CHANGE);
3455} 3054}
3456 3055
3457int 3056int
3458is_true_undead (object *op) 3057is_true_undead (object *op)
3459{ 3058{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3060 return 1;
3464 3061
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; 3062 return 0;
3471} 3063}
3472 3064
3473/* look at the surrounding terrain to determine 3065/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3066 * the hideability of this object. Positive levels
3530 3122
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3124
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3126 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3127 if (!skop || num >= skop->level)
3537 { 3128 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3130 make_visible (op);
3540 return; 3131 return;
3541 } 3132 }
3542 else 3133 else
3543 num += 20; 3134 num += 20;
3544 } 3135
3545 num += op->map->difficulty; 3136 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3138 num -= hide;
3139
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3141 {
3550 make_visible (op); 3142 make_visible (op);
3551 if (op->type == PLAYER) 3143 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3145 }
3554 else if (op->type == PLAYER && skop) 3146 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3148}
3559 3149
3560/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3561 3151
3562int 3152int
3589 if (mflags & P_OUT_OF_MAP) 3179 if (mflags & P_OUT_OF_MAP)
3590 continue; 3180 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3182 continue;
3593 3183
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3185 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3187 return 1;
3598 else if (tmp->type == PLAYER) 3188 else if (tmp->type == PLAYER)
3599 { 3189 {
3629 if (pl->type != PLAYER) 3219 if (pl->type != PLAYER)
3630 { 3220 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3221 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3222 return -1;
3633 } 3223 }
3224
3634 if (!pl || !op) 3225 if (!pl || !op)
3635 return 0; 3226 return 0;
3636 3227
3637 if (op->head)
3638 {
3639 op = op->head; 3228 op = op->head_ ();
3640 } 3229
3641 get_rangevector (pl, op, &rv, 0x1); 3230 get_rangevector (pl, op, &rv, 0x1);
3642 3231
3643 /* starting with the 'head' part, lets loop 3232 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3233 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3234 * part that is in the los array but isnt on
3653 3242
3654 /* only the viewable area the player sees is updated by LOS 3243 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3244 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3245 * for any meaningful values.
3657 */ 3246 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3250 return 1;
3662 op = op->more; 3251 op = op->more;
3663 } 3252 }
3664 return 0; 3253 return 0;
3665} 3254}
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3352 int i = 0, j = 0;
3764 3353
3765 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3768 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3770 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3772 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3774 3363
3775 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3776 return; 3365 return;
3777 3366
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3368
3780 if (tr == NULL || tr->item == NULL) 3369 if (!tr || !tr->item)
3781 { 3370 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3372 return;
3784 } 3373 }
3785 3374
3851 { 3440 {
3852 /* forces in the treasurelist can alter the player's stats */ 3441 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3442 object *skin;
3854 3443
3855 /* first get the dragon skin force */ 3444 /* first get the dragon skin force */
3445 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); 3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 ;
3448
3857 if (skin == NULL) 3449 if (!skin)
3858 return; 3450 return;
3859 3451
3860 /* adding new spellpath attunements */ 3452 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3453 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3454 {
3907 * not readied. 3499 * not readied.
3908 */ 3500 */
3909void 3501void
3910player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3911{ 3503{
3912 rangetype i; 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3913 3506
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3507 if (pl->combat_ob == ob)
3915 { 3508 pl->combat_ob = 0;
3509
3916 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3917 { 3511 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

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