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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 1.115 by root, Fri Apr 27 02:43:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
177 size += strlen (buf); 144 size += strlen (buf);
178 } 145 }
179 } 146 }
180 147
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 151}
310 152
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 4;
324 outputs_count = 4;
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
321/* Tries to add player on the connection passwd in ns. 359/* 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 360 * All we can really get in this is some settings like host and display
323 * mode. 361 * mode.
324 */ 362 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 363player *
364player::create ()
365{
366 player *pl = new player;
330 367
331 p = get_player (NULL); 368 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));
334 369
335 if (p->socket.faces_sent == NULL) 370 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
337 373
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); 374 set_first_map (pl->ob);
345 375
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; 376 return pl;
354} 377}
355 378
356/* 379/*
357 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
367 { 390 {
368 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
369 at = first_archetype; 392 at = first_archetype;
370 else 393 else
371 at = at->next; 394 at = at->next;
395
372 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
373 return at; 397 return at;
398
374 if (at == start) 399 if (at == start)
375 { 400 {
376 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 402 exit (-1);
378 } 403 }
379 } 404 }
380} 405}
381 406
382
383object * 407object *
384get_nearest_player (object *mon) 408get_nearest_player (object *mon)
385{ 409{
386 object *op = NULL; 410 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 411 objectlink *ol;
389 unsigned lastdist; 412 unsigned lastdist;
390 rv_vector rv; 413 rv_vector rv;
391 414
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 416 {
394 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 424 object *tmp = ol->ob;
402 425
403 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 427 * itself will have been cleared.
405 */ 428 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
407 ol = ol->next; 431 ol = ol->next;
408 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
409 if (!ol) 433 if (!ol)
410 return op; 434 return op;
411 } 435 }
424 { 448 {
425 op = ol->ob; 449 op = ol->ob;
426 lastdist = rv.distance; 450 lastdist = rv.distance;
427 } 451 }
428 } 452 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 453
430 { 454 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
435 { 457 {
436 op = pl->ob; 458 op = pl->ob;
437 lastdist = rv.distance; 459 lastdist = rv.distance;
438 } 460 }
439 } 461
440 }
441#if 0 462#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 464#endif
444 return op; 465 return op;
445} 466}
463 * circling behaviour. Unfortunately, this function is also used to determined 484 * 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 485 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 486 * is probably not a good thing.
466 */ 487 */
467#define MAX_SPACES 50 488#define MAX_SPACES 50
468
469 489
470/* 490/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * 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 492 * 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 493 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 524 x = mon->x;
505 y = mon->y; 525 y = mon->y;
506 m = mon->map; 526 m = mon->map;
507 dir = rv.direction; 527 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 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); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
510 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 532 if (diff > max)
512 return 0; 533 return 0;
534
513 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
514 { 536 {
515 lastx = x; 537 lastx = x;
516 lasty = y; 538 lasty = y;
517 lastmap = m; 539 lastmap = m;
599 max--; 621 max--;
600 lastdir = dir; 622 lastdir = dir;
601 if (!firstdir) 623 if (!firstdir)
602 firstdir = dir; 624 firstdir = dir;
603 } 625 }
626
604 if (diff <= 1) 627 if (diff <= 1)
605 { 628 {
606 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 630 * headed toward player for entire distance.
608 */ 631 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 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); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 634 }
635
612 if (diff > max) 636 if (diff > max)
613 return 0; 637 return 0;
614 } 638 }
639
615 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
616 if (!max) 641 if (!max)
617 return 0; 642 return 0;
618 643
619 return firstdir; 644 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 675 {
651 remove_ob (op); 676 op->destroy ();
652 free_object (op);
653 continue; 677 continue;
654 } 678 }
655 } 679 }
656 680
657 /* This really needs to be better - we should really give 681 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 692 if (tmp->type == op->type && tmp->name == op->name)
669 break; 693 break;
670 694
671 if (tmp) 695 if (tmp)
672 { 696 {
673 remove_ob (op); 697 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 699 continue;
677 } 700 }
701
678 if (op->nrof > 1) 702 if (op->nrof > 1)
679 op->nrof = 1; 703 op->nrof = 1;
680 } 704 }
681 705
682 if (op->type == SPELLBOOK && op->inv) 706 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 720 }
697 if (op->type == SPELL) 721 if (op->type == SPELL)
698 { 722 {
699 remove_ob (op); 723 op->destroy ();
700 free_object (op);
701 continue; 724 continue;
702 } 725 }
703 else if (op->type == SKILL) 726 else if (op->type == SKILL)
704 { 727 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
715 link_player_skills (pl); 738 link_player_skills (pl);
716} 739}
717 740
718void 741void
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) 742get_party_password (object *op, partylist *party)
803{ 743{
804 if (party == NULL) 744 if (party == NULL)
805 { 745 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 747 return;
808 } 748 }
749
809 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 754}
814
815 755
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 757static int
818roll_stat (void) 758roll_stat (void)
819{ 759{
820 int a[4], i, j, k; 760 int a[4], i, j, k;
821 761
822 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
824 764
825 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 766 if (a[i] < k)
827 k = a[i], j = i; 767 k = a[i], j = i;
828 768
829 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 770 if (i != j)
832 k += a[i]; 771 k += a[i];
833 } 772
834 return k; 773 return k;
835} 774}
836 775
837void 776void
838roll_stats (object *op) 777object::roll_stats ()
839{ 778{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 779 int statsort [7];
843 780
844 do 781 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 782 {
855 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
856 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
857 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 793
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
890 801
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; 802 stats.exp = 0;
902 op->stats.ac = 0; 803 stats.ac = 0;
903 804
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; 805 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
912 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
913} 817}
914 818
915void 819void
916Roll_Again (object *op) 820object::swap_stats (int a, int b)
917{ 821{
918 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 825
923void 826 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
925{ 858{
926 signed char tmp;
927 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
928 860
929 if (op->contr->Swap_First == -1) 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
1044 866
1045/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1049 * not the class. 871 * not the class.
1050 */ 872 */
1051 873void
1052int 874player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 875{
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 */ 876 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1071 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1073 885
1074 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1075 887
1076 if (op->msg) 888 if (ob->msg)
1077 op->msg = NULL; 889 ob->msg = 0;
1078 890
1079 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1080 * to save here. 892 * to save here.
1081 */ 893 */
894 {
895 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1084 899
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 900 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 903 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1093 fix_player (op); 905 ob->update_stats ();
1094 906
1095 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1096 * is one for this race 908 * is one for this race
1097 */ 909 */
1098 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1099 { 911 {
1100 object *tmp; 912 object *tmp;
1101 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1102 914
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 916 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1110 * default initial map */ 922 * default initial map */
1111 free_object (tmp); 923 tmp->destroy ();
1112 } 924 }
1113 else 925 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 927}
1117 return 0;
1118 }
1119 928
929void
930player::chargen_race_next ()
931{
1120 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1122 */ 934 */
1123 935
1124 tmp_loop = 0; 936 do
1125 while (!tmp_loop)
1126 { 937 {
1127 shstr name = op->name; 938 shstr name = ob->name;
1128 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1129 940
1130 remove_statbonus (op); 941 ob->remove_statbonus ();
1131 remove_ob (op); 942 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 944 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 945 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1137 op->x = x; 948 ob->x = x;
1138 op->y = y; 949 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 953 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 954 }
955 while (!allowed_class (ob));
1145 956
1146 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 959 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 962 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} 963}
1208 964
1209void 965void
1210flee_player (object *op) 966flee_player (object *op)
1211{ 967{
1241 { 997 {
1242 op->enemy = NULL; 998 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1000 return;
1245 } 1001 }
1002
1246 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1247 1004
1248 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1250 { 1007 {
1251 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1252 1009
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1011 return;
1256 }
1257 } 1012 }
1013
1258 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1016 op->enemy = NULL;
1261} 1017}
1262 1018
1268int 1024int
1269check_pick (object *op) 1025check_pick (object *op)
1270{ 1026{
1271 object *tmp, *next; 1027 object *tmp, *next;
1272 int stop = 0; 1028 int stop = 0;
1273 int j, k, wvratio; 1029 int wvratio;
1274 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1275 1031
1276 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1278 return 1; 1034 return 1;
1279 1035
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1106 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 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 } 1111 }
1112
1384 /* philosophy: 1113 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1114 * 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 1115 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1118 * example.
1390 * The drawback: right now it has no frontend, so you need to 1119 * 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 1120 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1372 * found object is returned.
1644 */ 1373 */
1645object * 1374object *
1646find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1647{ 1376{
1648 object *tmp = NULL; 1377 object *tmp = 0;
1649 1378
1650 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1654 return op; 1383 return op;
1384
1655 return tmp; 1385 return tmp;
1656} 1386}
1657 1387
1658/* 1388/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * 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 1390 * 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 1391 * 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. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1393 */
1664
1665object * 1394object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1396{
1668 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1818 if (!dir) 1547 if (!dir)
1819 { 1548 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1550 return 0;
1822 } 1551 }
1552
1823 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1825 else 1555 else
1826 { 1556 {
1827 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1835 { 1565 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1567 return 0;
1838 } 1568 }
1839 } 1569 }
1570
1840 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1841 { 1572 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1574 return 0;
1844 } 1575 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1578
1848 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1851 if (bowspeed < 1) 1583 if (bowspeed < 1)
1852 bowspeed = 1; 1584 bowspeed = 1;
1853 1585
1854 if (arrow == NULL) 1586 if (arrow == NULL)
1855 { 1587 {
1861 else 1593 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1595 return 0;
1864 } 1596 }
1865 } 1597 }
1598
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1601 return 0;
1870 } 1602
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1604 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1606 return 0;
1875 } 1607 }
1876 1608
1877 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1879 { 1611 {
1880 remove_ob (arrow); 1612 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1613 return 0;
1883 } 1614 }
1884 1615
1885 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1618 if (!arrow)
1888 { 1619 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1621 return 0;
1891 } 1622 }
1892 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1626 arrow->direction = dir;
1896 arrow->x = sx;
1897 arrow->y = sy;
1898 1627
1899 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1900 { 1629 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1631 op->update_stats ();
1903 } 1632 }
1904 1633
1905 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1911 1640
1912 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper. 1642 * added to the damage. I think the strength bonus is more proper.
1914 */ 1643 */
1915 1644
1917 1646
1918 /* update the speed */ 1647 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 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; 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921 1650
1922 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1926 1653
1927 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1928 { 1655 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1939 } 1666 }
1940 1667
1941 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1942 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1943 1670
1944 if (bow->slaying != NULL) 1671 if (bow->slaying)
1945 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1946 1673
1947 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1676
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1953 1679
1954 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1681 move_arrow (arrow);
1956 1682
1957 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1983 } 1709 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1711 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1713 wcmod = -1;
1714
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1716 }
1990 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1991 { 1718 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2062 1789
2063 if (item->arch) 1790 if (item->arch)
2064 { 1791 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2067 item->speed = 0; 1794 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1795 }
1796
2070 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1799 }
2073 } 1800 }
2074 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1802 drain_rod_charge (item);
2077 }
2078 } 1803 }
2079} 1804}
2080 1805
2081/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2082 */ 1807 */
2105 case range_misc: 1830 case range_misc:
2106 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2107 return; 1832 return;
2108 1833
2109 case range_golem: /* Control summoned monsters from scrolls */ 1834 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); 1835 control_golem (op->contr->ranges[range_golem], dir);
2117 return; 1836 return;
2118 1837
2119 case range_skill: 1838 case range_skill:
2120 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2121 { 1840 {
2122 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
2124 return; 1844 return;
2125 } 1845 }
1846
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return; 1848 return;
2128 case range_builder: 1849 case range_builder:
2129 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2130 return; 1851 return;
2131 default: 1852 default:
2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133 return; 1854 return;
2134 } 1855 }
2135} 1856}
2136
2137
2138 1857
2139/* find_key 1858/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1859 * 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 1860 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1863 * pl is the player,
2145 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2148 */ 1867 */
2149
2150object * 1868object *
2151find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2152{ 1870{
2153 object *tmp, *key; 1871 object *tmp, *key;
2154 1872
2155 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1874 if (!container->inv)
2157 return NULL; 1875 return 0;
2158 1876
2159 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1879 {
2162 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1881 break;
2164 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2166 */ 1884 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1886 break;
2169 } 1887 }
1888
2170 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1890 /* 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 1891 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1892 * a key, return
2174 */ 1893 */
2175 if (!tmp) 1894 if (!tmp)
2176 { 1895 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1897 {
2179 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1900 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2183 return key; 1902 return key;
2184 } 1903 }
2185 } 1904 }
1905
2186 if (!tmp) 1906 if (!tmp)
2187 return NULL; 1907 return NULL;
2188 } 1908 }
1909
2189 /* We get down here if we have found a key. Now if its in a container, 1910 /* 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 1911 * see if we actually want to use it
2191 */ 1912 */
2192 if (pl != container) 1913 if (pl != container)
2193 { 1914 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 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)); 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1937 return NULL;
2217 } 1938 }
2218 } 1939 }
1940
2219 return tmp; 1941 return tmp;
2220} 1942}
2221 1943
2222/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1947 * 0 otherwise
2226 */ 1948 */
2227static int 1949static int
2228player_attack_door (object *op, object *door) 1950player_attack_door (object *op, object *door)
2229{ 1951{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1952 /* 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 - 1953 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
2234 */ 1955 */
2235 object *key = find_key (op, op, door); 1956 object *key = find_key (op, op, door);
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2243 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2244 make_visible (op); 1965 make_visible (op);
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2247 if (door->type == DOOR) 1969 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2252 { 1972 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1973 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 ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2255 } 1975 }
1976
2256 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2259 if (container != op) 1980 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2261 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2262 } 1984 }
2263 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2264 { 1986 {
2265 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 1989 return 1;
2268 } 1990 }
1991
2269 return 0; 1992 return 0;
2270} 1993}
2271 1994
2272/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2277 */ 2000 */
2278
2279void 2001void
2280move_player_attack (object *op, int dir) 2002move_player_attack (object *op, int dir)
2281{ 2003{
2282 object *tmp, *mon; 2004 object *tmp, *mon;
2283 sint16 nx, ny; 2005 sint16 nx, ny;
2285 maptile *m; 2007 maptile *m;
2286 2008
2287 nx = freearr_x[dir] + op->x; 2009 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2010 ny = freearr_y[dir] + op->y;
2289 2011
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2291 2013
2292 /* If braced, or can't move to the square, and it is not out of the 2014 /* 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 2015 * 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 2016 * 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 2017 * player. This is a pretty nasty hack, because if we could
2300 */ 2022 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302 { 2024 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 { 2026 {
2305 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2306 if (!m) 2028 if (!m)
2307 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2308 } 2030 }
2309 else 2031 else
2310 m = op->map; 2032 m = op->map;
2311 2033
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2034 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; 2035 return;
2316 }
2317 2036
2318 mon = NULL; 2037 mon = 0;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* 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. 2039 * 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 2040 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2041 * on the space
2323 */ 2042 */
2324 while (tmp != NULL) 2043 while (tmp)
2325 { 2044 {
2326 if (tmp == op) 2045 if (tmp == op)
2327 { 2046 {
2328 tmp = tmp->above; 2047 tmp = tmp->above;
2329 continue; 2048 continue;
2339 mon = tmp; 2058 mon = tmp;
2340 2059
2341 tmp = tmp->above; 2060 tmp = tmp->above;
2342 } 2061 }
2343 2062
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2063 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2064 return; /* into a wall */
2346 2065
2347 if (mon->head != NULL) 2066 if (mon->head)
2348 mon = mon->head; 2067 mon = mon->head;
2349 2068
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon)) 2070 if (player_attack_door (op, mon))
2352 return; 2071 return;
2364 * player owns it and it is either friendly or unagressive. 2083 * player owns it and it is either friendly or unagressive.
2365 */ 2084 */
2366 if ((op->type == PLAYER) 2085 if ((op->type == PLAYER)
2367#if COZY_SERVER 2086#if COZY_SERVER
2368 && 2087 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2088 ((mon->owner && mon->owner->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2371#else 2090#else
2372 && get_owner (mon) == op 2091 && mon->owner == op
2373#endif 2092#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2094 {
2376 /* If we're braced, we don't want to switch places with it */ 2095 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2096 if (op->contr->braced)
2378 return; 2097 return;
2098
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2102 make_visible (op);
2103
2383 return; 2104 return;
2384 } 2105 }
2385 2106
2386 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2389 * attack them either. 2110 * attack them either.
2390 */ 2111 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2114#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2115 (op->contr->peaceful
2395 || (mon->type == PLAYER 2116 || (mon->type == PLAYER
2396 && mon->contr-> 2117 && mon->contr->
2397 peaceful)) && 2118 peaceful)) &&
2398#else 2119#else
2399 op->contr->peaceful && 2120 op->contr->peaceful &&
2400#endif 2121#endif
2401 !on_battleground)) 2122 !on_battleground))
2402 { 2123 {
2403 if (!op->contr->braced) 2124 if (!op->contr->braced)
2404 { 2125 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2407 } 2128 }
2408 else 2129 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2131
2412 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2133 make_visible (op);
2414 } 2134 }
2415 2135
2416 /* If the object is a boulder or other rollable object, then 2136 /* 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 2147 * 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: 2148 * 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 2149 * 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. 2150 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2151 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 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))) 2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2154 {
2436 2155
2437 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2445 2164
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 } 2166 }
2448 2167
2449 skill_attack (mon, op, 0, NULL, NULL); 2168 skill_attack (mon, op, 0, 0, 0);
2450 2169
2451 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2173 * the wiz.
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 { 2176 {
2458 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2459 2178
2460 mon->contr->has_hit = 1; 2179 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2180 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2181 mon->stats.luck = luck;
2463 } 2182 }
2183
2464 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2465 make_visible (op); 2185 make_visible (op);
2466 } 2186 }
2467 } /* if player should attack something */ 2187 } /* if player should attack something */
2468} 2188}
2470int 2190int
2471move_player (object *op, int dir) 2191move_player (object *op, int dir)
2472{ 2192{
2473 int pick; 2193 int pick;
2474 2194
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2196 return 0;
2477 2197
2478 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2480 { 2200 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2202 return 0;
2483 } 2203 }
2484 2204
2485 /* peterm: added following line */ 2205 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2208
2489 op->facing = dir; 2209 op->facing = dir;
2490 2210
2491 if (op->hide) 2211 if (op->hide)
2492 do_hidden_move (op); 2212 do_hidden_move (op);
2503 2223
2504 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2225 * server can handle repeat firing.
2506 */ 2226 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2228 op->direction = dir;
2510 }
2511 else 2229 else
2512 {
2513 op->direction = 0; 2230 op->direction = 0;
2514 } 2231
2515 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2234 * for players.
2518 */ 2235 */
2519 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2528 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2529 */ 2246 */
2530int 2247int
2531handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2532{ 2249{
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)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2251 {
2555 flee_player (op); 2252 flee_player (op);
2556 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2557 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2558 { 2255 {
2559 op->speed_left--; 2256 op->speed_left--;
2560 return 0; 2257 return 0;
2561 } 2258 }
2562 } 2259 }
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 2260
2572 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2263 * called, so we recheck it here.
2575 */ 2264 */
2576 HandleClient (&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2266 return 1;
2267
2577 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2578 return 0; 2269 {
2579
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2271 {
2582 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--; 2273 op->speed_left--;
2584 2274
2585 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2588 */ 2278 */
2589 move_player (op, op->direction); 2279 move_player (op, op->direction);
2590 if (op->speed_left > 0) 2280
2591 return 1; 2281 return op->speed_left > 0;
2592 else 2282 }
2593 return 0;
2594 } 2283 }
2284
2595 return 0; 2285 return 0;
2596} 2286}
2597 2287
2598int 2288int
2599save_life (object *op) 2289save_life (object *op)
2600{ 2290{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2292 return 0;
2605 2293
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2296 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2297 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)); 2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299
2611 if (op->contr) 2300 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2301 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2302
2614 free_object (tmp); 2303 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2304 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305
2616 if (op->stats.hp < 0) 2306 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2308
2618 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2619 op->stats.food = 999; 2310 op->stats.food = 999;
2620 fix_player (op); 2311
2312 op->update_stats ();
2621 return 1; 2313 return 1;
2622 } 2314 }
2315
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2319 return 0;
2627} 2320}
2632 * from. 2325 * from.
2633 */ 2326 */
2634void 2327void
2635remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2636{ 2329{
2637 object *next;
2638
2639 while (op) 2330 while (op)
2640 { 2331 {
2641 next = op->below; /* Make sure we have a good value, in case 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2333
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2335 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2652 } 2340 }
2653 else if (op->inv) 2341 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2655 op = next; 2344 op = next;
2656 } 2345 }
2657} 2346}
2658
2659 2347
2660/* 2348/*
2661 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2365 else
2678 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2369 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2372 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2376 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2688 { 2378 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2381 strcat (buf2, buf);
2692 } 2382 }
2383
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2696 return buf2; 2388 return buf2;
2697} 2389}
2698
2699
2700 2390
2701void 2391void
2702do_some_living (object *op) 2392do_some_living (object *op)
2703{ 2393{
2704 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2400 int rate_grace = 2000;
2711 const int max_hp = 1; 2401 const int max_hp = 1;
2712 const int max_sp = 1; 2402 const int max_sp = 1;
2713 const int max_grace = 1; 2403 const int max_grace = 1;
2714 2404
2715 if (op->contr->outputs_sync) 2405 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 } 2406 {
2407 op->invisible = 1000;
2408 /* the socket code flashes the player visible/invisible
2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2721 2423
2722 if (op->contr->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2723 { 2425 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2428 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2430 else
2730 { 2431 {
2731 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2434 }
2435
2734 if (op->contr->gen_sp >= 0) 2436 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2438 else
2737 { 2439 {
2738 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2442 }
2443
2741 if (op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2446 else
2744 { 2447 {
2745 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2450 }
2748 2451
2749 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2751 { 2454 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2455 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) 2456 if (op->stats.sp < op->stats.maxsp)
2754 { 2457 {
2755 op->stats.sp++; 2458 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2464 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2466 op->stats.food = last_food;
2764 } 2467 }
2765 } 2468 }
2469
2766 if (max_sp > 1) 2470 if (max_sp > 1)
2767 { 2471 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2472 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2473 if (over_sp > 0)
2770 { 2474 {
2771 if (op->stats.sp < op->stats.maxsp) 2475 if (op->stats.sp < op->stats.maxsp)
2772 { 2476 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2480 op->stats.sp--;
2481
2776 if (op->stats.sp > op->stats.maxsp) 2482 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2483 op->stats.sp = op->stats.maxsp;
2778 } 2484 }
2779 op->last_sp = 0; 2485 op->last_sp = 0;
2780 } 2486 }
2781 else 2487 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2489 }
2786 else 2490 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2492 }
2791 2493
2792 /* Regenerate Grace */ 2494 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2496 if (--op->last_grace < 0)
2795 { 2497 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2498 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2798 if (max_grace > 1) 2501 if (max_grace > 1)
2799 { 2502 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2504 if (over_grace > 0)
2802 { 2505 {
2830 op->stats.food += op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2535 op->stats.food = last_food;
2833 } 2536 }
2834 } 2537 }
2538
2835 if (max_hp > 1) 2539 if (max_hp > 1)
2836 { 2540 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2542 if (over_hp > 0)
2839 { 2543 {
2863 2567
2864 if (op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2570 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2868 /* dms do not consume food */ 2573 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2575 op->stats.food--;
2871 } 2576 }
2872 }
2873 2577
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2579 {
2876 object *tmp, *flesh = NULL; 2580 object *tmp, *flesh = 0;
2877 2581
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2583 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2585 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2589 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2591 break;
2888 } 2592 }
2889 else if (tmp->type == FLESH) 2593 else if (tmp->type == FLESH)
2890 flesh = tmp; 2594 flesh = tmp;
2891 } /* End if paid for object */ 2595 } /* End if paid for object */
2892 } /* end of for loop */ 2596 } /* end of for loop */
2597
2893 /* If player is still starving, it means they don't have any food, so 2598 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2599 * eat flesh instead.
2895 */ 2600 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2602 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2604 manual_apply (op, flesh, 0);
2900 } 2605 }
2901 } /* end if player is starving */ 2606 }
2902 2607
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2905 2610
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2612 kill_player (op);
2613 }
2908} 2614}
2909
2910
2911 2615
2912/* If the player should die (lack of hp, food, etc), we call this. 2616/* 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 2617 * 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 2618 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2619 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2649 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..."); 2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2651
2948 /* restore player */ 2652 /* restore player */
2949 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2655 {
2953 remove_ob (tmp); 2656 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2658 }
2957 2659
2958 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2662 {
2962 remove_ob (tmp); 2663 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2665 }
2966 2666
2967 cure_disease (op, 0); /* remove any disease */ 2667 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2670 op->stats.food = 999;
2971 2671
2972 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2674 {
2976 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2676 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2979 " the %s, when he was defeated at\n level %d by %s.\n", 2678 " 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); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2680 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2684 }
2987 2685
2988 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2688 op->contr->braced = 0;
2995 2693
2996 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2997 2695
2998 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2999 { 2697 {
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); 2698 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
3009 } 2700 }
3010 else 2701 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); 2702 sprintf (buf, "%s died.", &op->name);
3020 } 2703
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2705
3023 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
3024 x = op->x; 2707 x = op->x;
3025 y = op->y; 2708 y = op->y;
3026 map = op->map; 2709 map = op->map;
3027 2710
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2712 * 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. 2713 * See the config.h file for a little more in depth detail about this.
3034 */ 2714 */
3035 2715
3036 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2718 * of death.
3039 */ 2719 */
3040#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2721 if (settings.balanced_stat_loss)
3042 { 2722 {
3043 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2724 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2725 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2728 little bit harder. */
3049 /* GD */ 2729 /* GD */
3050 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2731 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2732 else
3056 { 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
3057 num_stats_lose = 1; 2736 num_stats_lose = 1;
3058 } 2737
3059 lost_a_stat = 0; 2738 lost_a_stat = 0;
3060 2739
3061 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
3062 { 2741 {
3063 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
3064 2743
3065 if (settings.stat_loss_on_death) 2744 if (settings.stat_loss_on_death)
3066 { 2745 {
3067 /* Pick a random stat and take a point off it. Tell the player 2746 /* Pick a random stat and take a point off it. Tell the player
3068 * what he lost. 2747 * what he lost.
3069 */ 2748 */
3070 change_attr_value (&(op->stats), i, -1); 2749 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2750 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1; 2754 lost_a_stat = 1;
2755 }
2756 else
2757 {
2758 /* deplete a stat */
2759 archetype *deparch = archetype::find ("depletion");
2760 object *dep;
2761
2762 dep = present_arch_in_ob (deparch, op);
2763 if (!dep)
2764 {
2765 dep = arch_to_object (deparch);
2766 insert_ob_in_ob (dep, op);
3076 } 2767 }
3077 else 2768 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss)
3078 { 2770 {
3079 /* deplete a stat */ 2771 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2772 /* Get the stat that we're about to deplete. */
3081 object *dep; 2773 this_stat = get_attr_value (&(dep->stats), i);
3082 2774 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2775 {
3086 dep = arch_to_object (deparch); 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2777 int keep_chance = this_stat * this_stat;
3088 } 2778
3089 lose_this_stat = 1; 2779 /* 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) 2780 if (keep_chance < 1)
2781 keep_chance = 1;
2782
2783 /* There is a maximum depletion total per level. */
2784 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2785 {
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; 2786 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2788 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 } 2789 }
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 */ 2790 else
3131 if (this_stat >= -50)
3132 { 2791 {
3133 change_attr_value (&(dep->stats), i, -1); 2792 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; 2793 lose_this_stat = 0;
2794 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2795 this_stat, keep_chance, loss_chance,
2796 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2797 }
3139 } 2798 }
3140 } 2799 }
2800
2801 if (lose_this_stat)
2802 {
2803 this_stat = get_attr_value (&(dep->stats), i);
2804 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a
2808 * difference.
2809 */
2810 if (this_stat >= -50)
2811 {
2812 change_attr_value (&(dep->stats), i, -1);
2813 SET_FLAG (dep, FLAG_APPLIED);
2814 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2815 op->update_stats ();
2816 lost_a_stat = 1;
2817 }
3141 } 2818 }
2819 }
2820 }
3142 /* If no stat lost, tell the player. */ 2821 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2822 if (!lost_a_stat)
3144 { 2823 {
3145 /* determine_god() seems to not work sometimes... why is this? 2824 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2825 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2826 const char *god = determine_god (op);
3148 2827
3149 if (god && (strcmp (god, "none"))) 2828 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); 2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2830 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2832 }
3154#else 2833#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2835#endif
3157 2836
3158 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2838 * exp loss on the stone.
3160 */ 2839 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2842 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2844 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); 2845 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; 2846 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2847 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2849
3171 /**************************************/ 2850 /**************************************/
3172 /* */ 2851 /* */
3173 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
3176 /* */ 2855 /* */
3177 /**************************************/ 2856 /**************************************/
3178 2857
3179 /* remove any poisoning and confusion the character may be suffering. */ 2858 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2859 /* restore player */
3181 at = archetype::find ("poisoning"); 2860 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
2862
3183 if (tmp) 2863 if (tmp)
3184 { 2864 {
3185 remove_ob (tmp); 2865 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2867 }
3189 2868
3190 at = archetype::find ("confusion"); 2869 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2870 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2871 if (tmp)
3193 { 2872 {
3194 remove_ob (tmp); 2873 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2875 }
3198 2876
3199 cure_disease (op, 0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
3200 2878
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2880 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2881 if (op->stats.food < 100)
3204 op->stats.food = 900; 2882 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2886
3209 /* 2887 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2888 * 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 2889 * and put them back in the map.
3212 * in the map. 2890 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
3217 2892
3218 /****************************************/ 2893 /****************************************/
3219 /* */ 2894 /* */
3220 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
3222 /* */ 2897 /* */
3223 /****************************************/ 2898 /****************************************/
3224 2899
3225 enter_player_savebed (op); 2900 enter_player_savebed (op);
3226 2901
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2902 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2903
3233 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2907 * on the space that might harm the player.
3237 */ 2908 */
3238 will_kill_again = 0; 2909 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
3242 2913
3243 if (will_kill_again) 2914 if (will_kill_again)
3244 { 2915 {
3245 object *force; 2916 object *force;
3246 int at; 2917 int at;
3247 2918
3248 force = get_archetype (FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2921 force->speed = 0.1;
3251 force->speed_left = -5.0; 2922 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2924 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2926 force->resist[at] = 100;
3256 2927
3257 insert_ob_in_ob (force, op); 2928 insert_ob_in_ob (force, op);
3258 fix_player (op); 2929 op->update_stats ();
3259 2930
3260 } 2931 }
3261 2932
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2933 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} 2934}
3332
3333 2935
3334void 2936void
3335loot_object (object *op) 2937loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3338 2940
3339 if (op->container) 2941 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2942
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3345 { 2944 {
3346 next = tmp->below; 2945 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2946
2947 if (tmp->invisible)
3348 continue; 2948 continue;
3349 remove_ob (tmp); 2949
2950 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3351 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2955
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2957 {
3357 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3358 { 2959 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2961 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2962 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2963 }
3363 else 2964 else
3364 free_object (tmp); 2965 tmp->destroy ();
3365 } 2966 }
3366 else 2967 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2969 }
3369} 2970}
3371/* 2972/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2974 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2975 * was changed.
3375 */ 2976 */
3376
3377void 2977void
3378fix_weight (void) 2978fix_weight (void)
3379{ 2979{
3380 player *pl; 2980 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2981 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 2983
3386 if (old == sum) 2984 if (old == sum)
3387 continue; 2985 continue;
3388 fix_player (pl->ob); 2986 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 2988 }
3391} 2989}
3392 2990
3393void 2991void
3394fix_luck (void) 2992fix_luck (void)
3395{ 2993{
3396 player *pl; 2994 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 2996 pl->ob->change_luck (0);
3401} 2997}
3402
3403 2998
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3407 */ 3002 */
3408
3409void 3003void
3410cast_dust (object *op, object *throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3411{ 3005{
3412 object *skop, *spob; 3006 object *skop, *spob;
3413 3007
3434 if (op->type == PLAYER) 3028 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3029 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3030
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3031 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3032
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3033 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3034}
3443 3035
3444void 3036void
3445make_visible (object *op) 3037make_visible (object *op)
3446{ 3038{
3449 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3450 { 3042 {
3451 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3453 } 3045 }
3046
3454 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3455} 3048}
3456 3049
3457int 3050int
3458is_true_undead (object *op) 3051is_true_undead (object *op)
3459{ 3052{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3054 return 1;
3464 3055
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; 3056 return 0;
3471} 3057}
3472 3058
3473/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3530 3116
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3118
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3119 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3537 { 3122 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3124 make_visible (op);
3540 return; 3125 return;
3541 } 3126 }
3542 else 3127 else
3543 num += 20; 3128 num += 20;
3544 } 3129
3545 num += op->map->difficulty; 3130 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3132 num -= hide;
3133
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3135 {
3550 make_visible (op); 3136 make_visible (op);
3551 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3139 }
3554 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3142}
3559 3143
3560/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3561 3145
3562int 3146int
3589 if (mflags & P_OUT_OF_MAP) 3173 if (mflags & P_OUT_OF_MAP)
3590 continue; 3174 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3175 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3176 continue;
3593 3177
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3178 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3179 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3180 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3181 return 1;
3598 else if (tmp->type == PLAYER) 3182 else if (tmp->type == PLAYER)
3599 { 3183 {
3629 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3630 { 3214 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3216 return -1;
3633 } 3217 }
3218
3634 if (!pl || !op) 3219 if (!pl || !op)
3635 return 0; 3220 return 0;
3636 3221
3637 if (op->head)
3638 {
3639 op = op->head; 3222 op = op->head_ ();
3640 } 3223
3641 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3642 3225
3643 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3227 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3653 3236
3654 /* only the viewable area the player sees is updated by LOS 3237 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3238 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3239 * for any meaningful values.
3657 */ 3240 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3244 return 1;
3662 op = op->more; 3245 op = op->more;
3663 } 3246 }
3664 return 0; 3247 return 0;
3665} 3248}
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3346 int i = 0, j = 0;
3764 3347
3765 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3768 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3770 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3772 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3774 3357
3775 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3776 return; 3359 return;
3777 3360
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3362
3780 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3781 { 3364 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3366 return;
3784 } 3367 }
3785 3368
3851 { 3434 {
3852 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3436 object *skin;
3854 3437
3855 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3439 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); 3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3441 ;
3442
3857 if (skin == NULL) 3443 if (!skin)
3858 return; 3444 return;
3859 3445
3860 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3448 {
3907 * not readied. 3493 * not readied.
3908 */ 3494 */
3909void 3495void
3910player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3911{ 3497{
3912 rangetype i;
3913
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3915 {
3916 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3917 { 3500 {
3918 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3919 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3922 }
3923 } 3504 }
3924 }
3925} 3505}
3506
3507sint8
3508player::visibility_at (maptile *map, int x, int y) const
3509{
3510 if (!ns)
3511 return 0;
3512
3513 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0;
3516
3517 x += dx - ns->current_x + ns->mapx / 2;
3518 y += dy - ns->current_y + ns->mapy / 2;
3519
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y];
3524}

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