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Comparing deliantra/server/server/player.C (file contents):
Revision 1.29 by root, Sun Dec 3 00:59:58 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 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 {
1858 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1593 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1863 return 0; 1596 return 0;
1864 } 1597 }
1865 } 1598 }
1599
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1602 return 0;
1870 } 1603
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1605 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1607 return 0;
1875 } 1608 }
1876 1609
1877 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1611 if (arrow->nrof == 0)
1879 { 1612 {
1880 remove_ob (arrow); 1613 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1614 return 0;
1883 } 1615 }
1884 1616
1885 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1619 if (!arrow)
1888 { 1620 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1622 return 0;
1891 } 1623 }
1892 set_owner (arrow, op); 1624
1625 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1627 arrow->direction = dir;
1896 arrow->x = sx;
1897 arrow->y = sy;
1898 1628
1899 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1900 { 1630 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1632 op->update_stats ();
1903 } 1633 }
1904 1634
1905 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1909 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1911 1643
1912 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917 1645
1918 /* update the speed */ 1646 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 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; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921 1649
1922 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1926 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1927 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1928 { 1656 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1934 } 1662 }
1935 else 1663 else
1936 { 1664 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1665 arrow->level = op->level;
1939 } 1666 arrow->stats.wc -= bow->magic;
1940 1667
1941 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1942 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1943 1675
1944 if (bow->slaying != NULL)
1945 arrow->slaying = bow->slaying;
1946
1947 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1678
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1953 1681
1954 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1683 move_arrow (arrow);
1956 1684
1957 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1983 } 1711 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1713 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1715 wcmod = -1;
1716
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1718 }
1990 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1991 { 1720 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2062 1791
2063 if (item->arch) 1792 if (item->arch)
2064 { 1793 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2067 item->speed = 0; 1796 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1797 }
1798
2070 if ((tmp = is_player_inv (item))) 1799 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1801 }
2073 } 1802 }
2074 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1804 drain_rod_charge (item);
2077 }
2078 } 1805 }
2079} 1806}
2080 1807
2081/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2082 */ 1809 */
2105 case range_misc: 1832 case range_misc:
2106 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2107 return; 1834 return;
2108 1835
2109 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2110 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2111 {
2112 op->contr->ranges[range_golem] = NULL;
2113 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 }
2116 else
2117 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2118 return; 1838 return;
2119 1839
2120 case range_skill: 1840 case range_skill:
2121 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2122 { 1842 {
2123 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2124 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
2125 return; 1846 return;
2126 } 1847 }
1848
2127 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2128 return; 1850 return;
2129 case range_builder: 1851 case range_builder:
2130 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2131 return; 1853 return;
2132 default: 1854 default:
2133 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2134 return; 1856 return;
2135 } 1857 }
2136} 1858}
2137
2138
2139 1859
2140/* find_key 1860/* find_key
2141 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
2142 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2143 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2145 * pl is the player, 1865 * pl is the player,
2146 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2147 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2148 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2149 */ 1869 */
2150
2151object * 1870object *
2152find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2153{ 1872{
2154 object *tmp, *key; 1873 object *tmp, *key;
2155 1874
2156 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2157 if (container->inv == NULL) 1876 if (!container->inv)
2158 return NULL; 1877 return 0;
2159 1878
2160 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
2161 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2162 { 1881 {
2163 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2164 break; 1883 break;
2165 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2166 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2167 */ 1886 */
2168 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2169 break; 1888 break;
2170 } 1889 }
1890
2171 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2172 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
2173 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
2174 * a key, return 1894 * a key, return
2175 */ 1895 */
2176 if (!tmp) 1896 if (!tmp)
2177 { 1897 {
2178 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2179 { 1899 {
2180 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2181 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2182 { 1902 {
2183 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2184 return key; 1904 return key;
2185 } 1905 }
2186 } 1906 }
1907
2187 if (!tmp) 1908 if (!tmp)
2188 return NULL; 1909 return NULL;
2189 } 1910 }
1911
2190 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
2191 * see if we actually want to use it 1913 * see if we actually want to use it
2192 */ 1914 */
2193 if (pl != container) 1915 if (pl != container)
2194 { 1916 {
2215 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2216 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2217 return NULL; 1939 return NULL;
2218 } 1940 }
2219 } 1941 }
1942
2220 return tmp; 1943 return tmp;
2221} 1944}
2222 1945
2223/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2224 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2226 * 0 otherwise 1949 * 0 otherwise
2227 */ 1950 */
2228static int 1951static int
2229player_attack_door (object *op, object *door) 1952player_attack_door (object *op, object *door)
2230{ 1953{
2231
2232 /* If its a door, try to find a use a key. If we do destroy the door, 1954 /* If its a door, try to find a use a key. If we do destroy the door,
2233 * might as well return immediately as there is nothing more to do - 1955 * might as well return immediately as there is nothing more to do -
2234 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
2235 */ 1957 */
2236 object *key = find_key (op, op, door); 1958 object *key = find_key (op, op, door);
2243 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2244 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2245 make_visible (op); 1967 make_visible (op);
2246 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2247 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2248 if (door->type == DOOR) 1971 if (door->type == DOOR)
2249 {
2250 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2251 }
2252 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2253 { 1974 {
2254 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2255 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2256 } 1977 }
1978
2257 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2258 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2259 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2260 if (container != op) 1982 if (container != op)
2261 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2262 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2263 } 1986 }
2264 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2265 { 1988 {
2266 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2267 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2268 return 1; 1991 return 1;
2269 } 1992 }
1993
2270 return 0; 1994 return 0;
2271} 1995}
2272 1996
2273/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2274 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2275 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2276 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2277 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2278 */ 2002 */
2279
2280void 2003void
2281move_player_attack (object *op, int dir) 2004move_player_attack (object *op, int dir)
2282{ 2005{
2283 object *tmp, *mon; 2006 object *tmp, *mon;
2284 sint16 nx, ny; 2007 sint16 nx, ny;
2286 maptile *m; 2009 maptile *m;
2287 2010
2288 nx = freearr_x[dir] + op->x; 2011 nx = freearr_x[dir] + op->x;
2289 ny = freearr_y[dir] + op->y; 2012 ny = freearr_y[dir] + op->y;
2290 2013
2291 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2292 2015
2293 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2294 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2295 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2296 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2301 */ 2024 */
2302 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2303 { 2026 {
2304 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2305 { 2028 {
2306 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2307 if (!m) 2030 if (!m)
2308 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2309 } 2032 }
2310 else 2033 else
2311 m = op->map; 2034 m = op->map;
2312 2035
2313 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2314 {
2315 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2316 return; 2037 return;
2317 }
2318 2038
2319 mon = NULL; 2039 mon = 0;
2320 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2321 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2322 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2323 * on the space 2043 * on the space
2324 */ 2044 */
2325 while (tmp != NULL) 2045 while (tmp)
2326 { 2046 {
2327 if (tmp == op) 2047 if (tmp == op)
2328 { 2048 {
2329 tmp = tmp->above; 2049 tmp = tmp->above;
2330 continue; 2050 continue;
2340 mon = tmp; 2060 mon = tmp;
2341 2061
2342 tmp = tmp->above; 2062 tmp = tmp->above;
2343 } 2063 }
2344 2064
2345 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2346 return; /* into a wall */ 2066 return; /* into a wall */
2347 2067
2348 if (mon->head != NULL) 2068 if (mon->head)
2349 mon = mon->head; 2069 mon = mon->head;
2350 2070
2351 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2352 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2353 return; 2073 return;
2365 * player owns it and it is either friendly or unagressive. 2085 * player owns it and it is either friendly or unagressive.
2366 */ 2086 */
2367 if ((op->type == PLAYER) 2087 if ((op->type == PLAYER)
2368#if COZY_SERVER 2088#if COZY_SERVER
2369 && 2089 &&
2370 ((get_owner (mon) && get_owner (mon)->contr 2090 ((mon->owner && mon->owner->contr
2371 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2372#else 2092#else
2373 && get_owner (mon) == op 2093 && mon->owner == op
2374#endif 2094#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 { 2096 {
2377 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2378 if (op->contr->braced) 2098 if (op->contr->braced)
2379 return; 2099 return;
2100
2380 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2381 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2382 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2104 make_visible (op);
2105
2384 return; 2106 return;
2385 } 2107 }
2386 2108
2387 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2388 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2390 * attack them either. 2112 * attack them either.
2391 */ 2113 */
2392 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2393 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2394#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2395 (op->contr->peaceful 2117 (op->contr->peaceful
2396 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2397 && mon->contr-> 2119 && mon->contr->
2398 peaceful)) && 2120 peaceful)) &&
2399#else 2121#else
2400 op->contr->peaceful && 2122 op->contr->peaceful &&
2401#endif 2123#endif
2402 !on_battleground)) 2124 !on_battleground))
2403 { 2125 {
2404 if (!op->contr->braced) 2126 if (!op->contr->braced)
2405 { 2127 {
2406 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2407 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2408 } 2130 }
2409 else 2131 else
2410 {
2411 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2412 } 2133
2413 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2414 make_visible (op); 2135 make_visible (op);
2415 } 2136 }
2416 2137
2417 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2428 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2429 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2430 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2431 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2432 */ 2153 */
2433
2434 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2435 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2436 { 2156 {
2437 2157
2438 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2445 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2446 2166
2447 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2448 } 2168 }
2449 2169
2450 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2451 2171
2452 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2453 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2454 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2455 * the wiz. 2175 * the wiz.
2457 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2458 { 2178 {
2459 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2460 2180
2461 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2462 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2463 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2464 } 2184 }
2185
2465 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2466 make_visible (op); 2187 make_visible (op);
2467 } 2188 }
2468 } /* if player should attack something */ 2189 } /* if player should attack something */
2469} 2190}
2471int 2192int
2472move_player (object *op, int dir) 2193move_player (object *op, int dir)
2473{ 2194{
2474 int pick; 2195 int pick;
2475 2196
2476 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2477 return 0; 2198 return 0;
2478 2199
2479 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2480 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2481 { 2202 {
2482 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2483 return 0; 2204 return 0;
2484 } 2205 }
2485 2206
2486 /* peterm: added following line */ 2207 /* peterm: added following line */
2487 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2488 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2489 2210
2490 op->facing = dir; 2211 op->facing = dir;
2491 2212
2492 if (op->hide) 2213 if (op->hide)
2493 do_hidden_move (op); 2214 do_hidden_move (op);
2504 2225
2505 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2506 * server can handle repeat firing. 2227 * server can handle repeat firing.
2507 */ 2228 */
2508 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2509 {
2510 op->direction = dir; 2230 op->direction = dir;
2511 }
2512 else 2231 else
2513 {
2514 op->direction = 0; 2232 op->direction = 0;
2515 } 2233
2516 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2517 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2518 * for players. 2236 * for players.
2519 */ 2237 */
2520 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2529 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2530 */ 2248 */
2531int 2249int
2532handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2533{ 2251{
2534 if (op->contr->hidden)
2535 {
2536 op->invisible = 1000;
2537 /* the socket code flashes the player visible/invisible
2538 * depending on the value of invisible, so we need to
2539 * alternate it here for it to work correctly.
2540 */
2541 if (pticks & 2)
2542 op->invisible--;
2543 }
2544 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2545 {
2546 op->invisible--;
2547 if (!op->invisible)
2548 {
2549 make_visible (op);
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2551 }
2552 }
2553
2554 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2555 { 2253 {
2556 flee_player (op); 2254 flee_player (op);
2557 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2558 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2559 { 2257 {
2560 op->speed_left--; 2258 op->speed_left--;
2561 return 0; 2259 return 0;
2562 } 2260 }
2563 }
2564
2565 /* I've been seeing crashes where the golem has been destroyed, but
2566 * the player object still points to the defunct golem. The code that
2567 * destroys the golem looks correct, and it doesn't always happen, so
2568 * put this in a a workaround to clean up the golem pointer.
2569 */
2570 if (op->contr->ranges[range_golem] &&
2571 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2572 {
2573 op->contr->ranges[range_golem] = NULL;
2574 op->contr->golem_count = 0;
2575 } 2261 }
2576 2262
2577 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2578 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2265 * called, so we recheck it here.
2580 */ 2266 */
2581 HandleClient (&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2582 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2583 return 0; 2271 {
2584
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 { 2273 {
2587 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2588 op->speed_left--; 2275 op->speed_left--;
2589 2276
2590 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2591 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2592 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2593 */ 2280 */
2594 move_player (op, op->direction); 2281 move_player (op, op->direction);
2595 if (op->speed_left > 0) 2282
2596 return 1; 2283 return op->speed_left > 0;
2597 else 2284 }
2598 return 0;
2599 } 2285 }
2286
2600 return 0; 2287 return 0;
2601} 2288}
2602 2289
2603int 2290int
2604save_life (object *op) 2291save_life (object *op)
2605{ 2292{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2294 return 0;
2610 2295
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2298 {
2614 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301
2616 if (op->contr) 2302 if (op->contr)
2617 esrv_del_item (op->contr, tmp->count); 2303 esrv_del_item (op->contr, tmp->count);
2618 remove_ob (tmp); 2304
2619 free_object (tmp); 2305 tmp->destroy ();
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2306 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307
2621 if (op->stats.hp < 0) 2308 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2310
2623 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2624 op->stats.food = 999; 2312 op->stats.food = 999;
2625 fix_player (op); 2313
2314 op->update_stats ();
2626 return 1; 2315 return 1;
2627 } 2316 }
2317
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2321 return 0;
2632} 2322}
2637 * from. 2327 * from.
2638 */ 2328 */
2639void 2329void
2640remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2641{ 2331{
2642 object *next;
2643
2644 while (op) 2332 while (op)
2645 { 2333 {
2646 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2647 * we remove object 'op' 2335
2648 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 { 2337 {
2651 remove_ob (op);
2652 op->x = env->x;
2653 op->y = env->y;
2654 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2657 } 2342 }
2658 else if (op->inv) 2343 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2660 op = next; 2346 op = next;
2661 } 2347 }
2662} 2348}
2663
2664 2349
2665/* 2350/*
2666 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2667 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2668 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2679 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else 2367 else
2683 sprintf (buf, "%s\n", &op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2371 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2687 sprintf (buf, "who was in level %d when killed\n", op->level); 2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2688 else 2374 else
2689 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2378 strcat (buf2, buf);
2692 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2693 { 2380 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf); 2383 strcat (buf2, buf);
2697 } 2384 }
2385
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2701 return buf2; 2390 return buf2;
2702} 2391}
2703
2704
2705 2392
2706void 2393void
2707do_some_living (object *op) 2394do_some_living (object *op)
2708{ 2395{
2709 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2715 int rate_grace = 2000; 2402 int rate_grace = 2000;
2716 const int max_hp = 1; 2403 const int max_hp = 1;
2717 const int max_sp = 1; 2404 const int max_sp = 1;
2718 const int max_grace = 1; 2405 const int max_grace = 1;
2719 2406
2720 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2721 {
2722 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2723 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2724 flush_output_element (op, &op->contr->outputs[i]);
2725 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2726 2425
2727 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2728 { 2427 {
2729
2730 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2731 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2732 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2733 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2734 else 2432 else
2735 { 2433 {
2736 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2737 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2738 } 2436 }
2437
2739 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2740 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2741 else 2440 else
2742 { 2441 {
2743 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2744 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2745 } 2444 }
2445
2746 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2747 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2748 else 2448 else
2749 { 2449 {
2750 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2751 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2752 } 2452 }
2753 2453
2754 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2755 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2756 { 2456 {
2757 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2758 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2759 { 2459 {
2760 op->stats.sp++; 2460 op->stats.sp++;
2766 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2767 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2768 op->stats.food = last_food; 2468 op->stats.food = last_food;
2769 } 2469 }
2770 } 2470 }
2471
2771 if (max_sp > 1) 2472 if (max_sp > 1)
2772 { 2473 {
2773 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2774 if (over_sp > 0) 2475 if (over_sp > 0)
2775 { 2476 {
2776 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2777 { 2478 {
2778 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2779 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2780 op->stats.sp--; 2482 op->stats.sp--;
2483
2781 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2782 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2783 } 2486 }
2784 op->last_sp = 0; 2487 op->last_sp = 0;
2785 } 2488 }
2786 else 2489 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2491 }
2791 else 2492 else
2792 {
2793 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2794 }
2795 } 2494 }
2796 2495
2797 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2798 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2799 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2800 { 2499 {
2801 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2802 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2803 if (max_grace > 1) 2503 if (max_grace > 1)
2804 { 2504 {
2805 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2806 if (over_grace > 0) 2506 if (over_grace > 0)
2807 { 2507 {
2835 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2836 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2837 op->stats.food = last_food; 2537 op->stats.food = last_food;
2838 } 2538 }
2839 } 2539 }
2540
2840 if (max_hp > 1) 2541 if (max_hp > 1)
2841 { 2542 {
2842 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2843 if (over_hp > 0) 2544 if (over_hp > 0)
2844 { 2545 {
2868 2569
2869 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2870 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2871 else 2572 else
2872 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2873 /* dms do not consume food */ 2575 /* dms do not consume food */
2874 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2875 op->stats.food--; 2577 op->stats.food--;
2876 } 2578 }
2877 }
2878 2579
2879 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2880 { 2581 {
2881 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2882 2583
2883 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2884 { 2585 {
2885 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 {
2887 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2888 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2891 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2892 break; 2593 break;
2893 } 2594 }
2894 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2895 flesh = tmp; 2596 flesh = tmp;
2896 } /* End if paid for object */ 2597 } /* End if paid for object */
2897 } /* end of for loop */ 2598 } /* end of for loop */
2599
2898 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2899 * eat flesh instead. 2601 * eat flesh instead.
2900 */ 2602 */
2901 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2902 { 2604 {
2903 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2904 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2905 } 2607 }
2906 } /* end if player is starving */ 2608 }
2907 2609
2908 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2909 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2910 2612
2911 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2912 kill_player (op); 2614 kill_player (op);
2615 }
2913} 2616}
2914
2915
2916 2617
2917/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2918 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2919 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2920 * file. 2621 * file.
2950 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2951 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2952 2653
2953 /* restore player */ 2654 /* restore player */
2954 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2657 {
2958 remove_ob (tmp); 2658 tmp->destroy ();
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 } 2660 }
2962 2661
2963 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2965 if (tmp)
2966 { 2664 {
2967 remove_ob (tmp); 2665 tmp->destroy ();
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2667 }
2971 2668
2972 cure_disease (op, 0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2974 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2975 op->stats.food = 999; 2672 op->stats.food = 999;
2976 2673
2977 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2978 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2979 if (tmp != NULL)
2980 { 2676 {
2981 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2982 tmp->name = buf; 2678 tmp->name = buf;
2983 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2984 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2985 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2986 tmp->msg = buf; 2682 tmp->msg = buf;
2987 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2988 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2989 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2990 insert_ob_in_map (tmp, op->map, op, 0);
2991 } 2686 }
2992 2687
2993 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2994 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2995 op->contr->braced = 0; 2690 op->contr->braced = 0;
3000 2695
3001 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
3002 2697
3003 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
3004 { 2699 {
3005 if (op->contr->explore)
3006 {
3007 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3008 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3009 op->stats.food = 999;
3010 return;
3011 }
3012 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
3013 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3014 } 2702 }
3015 else 2703 else
3016 {
3017 if (op->contr->explore)
3018 {
3019 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3020 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3021 op->stats.hp = op->stats.maxhp;
3022 return;
3023 }
3024 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3025 } 2705
3026 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3027 2707
3028 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3029 x = op->x; 2709 x = op->x;
3030 y = op->y; 2710 y = op->y;
3031 map = op->map; 2711 map = op->map;
3032 2712
3033
3034 if (settings.not_permadeth == TRUE)
3035 {
3036 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3037 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3038 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3039 */ 2716 */
3040 2717
3041 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3042 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3043 * of death. 2720 * of death.
3044 */ 2721 */
3045#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3046 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3047 { 2724 {
3048 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3049 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3050 more if they do. */ 2727 more if they do. */
3051 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3052 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3053 little bit harder. */ 2730 little bit harder. */
3054 /* GD */ 2731 /* GD */
3055 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3056 num_stats_lose = 1; 2733 num_stats_lose = 1;
3057 else
3058 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3059 }
3060 else 2734 else
3061 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3062 num_stats_lose = 1; 2738 num_stats_lose = 1;
3063 } 2739
3064 lost_a_stat = 0; 2740 lost_a_stat = 0;
3065 2741
3066 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3067 { 2743 {
3068 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3069 2745
3070 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3071 { 2747 {
3072 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3073 * what he lost. 2749 * what he lost.
3074 */ 2750 */
3075 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3076 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3077 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3078 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3079 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3080 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3081 } 2769 }
3082 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3083 { 2772 {
3084 /* deplete a stat */ 2773 /* GD */
3085 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3086 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3087 2776 if (this_stat < 0)
3088 dep = present_arch_in_ob (deparch, op);
3089 if (!dep)
3090 { 2777 {
3091 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3093 } 2780
3094 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3095 if (settings.balanced_stat_loss)
3096 {
3097 /* GD */
3098 /* Get the stat that we're about to deplete. */
3099 this_stat = get_attr_value (&(dep->stats), i);
3100 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 { 2787 {
3102 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3103 int keep_chance = this_stat * this_stat;
3104
3105 /* Yes, I am paranoid. Sue me. */
3106 if (keep_chance < 1)
3107 keep_chance = 1;
3108
3109 /* There is a maximum depletion total per level. */
3110 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3111 {
3112 lose_this_stat = 0; 2788 lose_this_stat = 0;
3113 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3114 retain the stat. */ 2790 retain the stat. */
3115 }
3116 else
3117 {
3118 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3119 lose_this_stat = 0;
3120 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3121 this_stat, keep_chance, loss_chance,
3122 lose_this_stat?"LOSE":"KEEP"); */
3123 }
3124 } 2791 }
3125 }
3126
3127 if (lose_this_stat)
3128 {
3129 this_stat = get_attr_value (&(dep->stats), i);
3130 /* We could try to do something clever like find another
3131 * stat to reduce if this fails. But chances are, if
3132 * stats have been depleted to -50, all are pretty low
3133 * and should be roughly the same, so it shouldn't make a
3134 * difference.
3135 */ 2792 else
3136 if (this_stat >= -50)
3137 { 2793 {
3138 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3139 SET_FLAG (dep, FLAG_APPLIED);
3140 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3141 fix_player (op);
3142 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3143 } 2799 }
3144 } 2800 }
3145 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3146 } 2820 }
2821 }
2822 }
3147 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3148 if (!lost_a_stat) 2824 if (!lost_a_stat)
3149 { 2825 {
3150 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3151 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3152 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3153 2829
3154 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3155 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3156 else 2832 else
3157 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3158 } 2834 }
3159#else 2835#else
3160 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3161#endif 2837#endif
3162 2838
3163 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3164 * exp loss on the stone. 2840 * exp loss on the stone.
3165 */ 2841 */
3166 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3167 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3168 tmp->name = buf; 2844 tmp->name = buf;
3169 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3170 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3171 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); 2847 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);
3172 tmp->msg = buf; 2848 tmp->msg = buf;
3173 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3174 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3175 2851
3176 /**************************************/ 2852 /**************************************/
3177 /* */ 2853 /* */
3178 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3179 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3180 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3181 /* */ 2857 /* */
3182 /**************************************/ 2858 /**************************************/
3183 2859
3184 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */ 2861 /* restore player */
3186 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
2864
3188 if (tmp) 2865 if (tmp)
3189 { 2866 {
3190 remove_ob (tmp); 2867 tmp->destroy ();
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 } 2869 }
3194 2870
3195 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3197 if (tmp) 2873 if (tmp)
3198 { 2874 {
3199 remove_ob (tmp); 2875 tmp->destroy ();
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 } 2877 }
3203 2878
3204 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3205 2880
3206 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3207 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3208 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3209 op->stats.food = 900; 2884 op->stats.food = 900;
3210 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3211 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3212 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3213 2888
3214 /* 2889 /*
3215 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3216 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3217 * in the map. 2892 */
3218 */
3219
3220 if (is_in_shop (op))
3221 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3222 2894
3223 /****************************************/ 2895 /****************************************/
3224 /* */ 2896 /* */
3225 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3226 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3227 /* */ 2899 /* */
3228 /****************************************/ 2900 /****************************************/
3229 2901
3230 enter_player_savebed (op); 2902 enter_player_savebed (op);
3231 2903
3232 /* Save the player before inserting the force to reduce
3233 * chance of abuse.
3234 */
3235 op->contr->braced = 0; 2904 op->contr->braced = 0;
3236 save_player (op, 1);
3237 2905
3238 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3239 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3240 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3241 * on the space that might harm the player. 2909 * on the space that might harm the player.
3242 */ 2910 */
3243 will_kill_again = 0; 2911 will_kill_again = 0;
3244 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3245 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3246 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3247 2915
3248 if (will_kill_again) 2916 if (will_kill_again)
3249 { 2917 {
3250 object *force; 2918 object *force;
3251 int at; 2919 int at;
3252 2920
3253 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3254 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3255 force->speed = 0.1; 2923 force->speed = 0.1;
3256 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3257 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3258 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3259 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3260 force->resist[at] = 100; 2928 force->resist[at] = 100;
3261 2929
3262 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3263 fix_player (op); 2931 op->update_stats ();
3264 2932
3265 } 2933 }
3266 2934
3267 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3268 return;
3269 } /* NOT_PERMADETH */
3270 else
3271 {
3272 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3273 * should probably be embedded in an else statement.
3274 */
3275
3276 op->contr->party = NULL;
3277 if (settings.set_title == TRUE)
3278 op->contr->own_title[0] = '\0';
3279 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3280 check_score (op);
3281 if (op->contr->ranges[range_golem] != NULL)
3282 {
3283 remove_friendly_object (op->contr->ranges[range_golem]);
3284 remove_ob (op->contr->ranges[range_golem]);
3285 free_object (op->contr->ranges[range_golem]);
3286 op->contr->ranges[range_golem] = NULL;
3287 op->contr->golem_count = 0;
3288 }
3289 loot_object (op); /* Remove some of the items for good */
3290 remove_ob (op);
3291 op->direction = 0;
3292
3293 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3294 {
3295 delete_character (op->name, 0);
3296 if (settings.resurrection == TRUE)
3297 {
3298 /* save playerfile sans equipment when player dies
3299 ** then save it as player.pl.dead so that future resurrection
3300 ** type spells will work on them nicely
3301 */
3302 delete_character (op->name, 0);
3303 op->stats.hp = op->stats.maxhp;
3304 op->stats.food = 999;
3305
3306 /* set the location of where the person will reappear when */
3307 /* maybe resurrection code should fix map also */
3308 strcpy (op->contr->maplevel, settings.emergency_mapname);
3309 if (op->map != NULL)
3310 op->map = NULL;
3311 op->x = settings.emergency_x;
3312 op->y = settings.emergency_y;
3313 save_player (op, 0);
3314 op->map = map;
3315 /* please see resurrection.c: peterm */
3316 dead_player (op);
3317 }
3318 else
3319 delete_character (op->name, 1);
3320 }
3321
3322 play_again (op);
3323
3324 /* peterm: added to create a corpse at deathsite. */
3325 tmp = arch_to_object (archetype::find ("corpse_pl"));
3326 sprintf (buf, "%s", &op->name);
3327 tmp->name = tmp->name_pl = buf;
3328 tmp->level = op->level;
3329 tmp->x = x;
3330 tmp->y = y;
3331 tmp->msg = gravestone_text (op);
3332 SET_FLAG (tmp, FLAG_UNIQUE);
3333 insert_ob_in_map (tmp, map, NULL, 0);
3334 }
3335} 2936}
3336
3337 2937
3338void 2938void
3339loot_object (object *op) 2939loot_object (object *op)
3340{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3341 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3342 2942
3343 if (op->container) 2943 op->close_container (); /* close open sack first */
3344 { /* close open sack first */
3345 esrv_apply_container (op, op->container);
3346 }
3347 2944
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3349 { 2946 {
3350 next = tmp->below; 2947 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3352 continue; 2950 continue;
3353 remove_ob (tmp); 2951
2952 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3355 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3357 loot_object (tmp); 2957
3358 }
3359 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3360 { 2959 {
3361 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3362 { 2961 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3364 free_object (tmp2); 2963 tmp2->destroy ();
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2964 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2965 }
3367 else 2966 else
3368 free_object (tmp); 2967 tmp->destroy ();
3369 } 2968 }
3370 else 2969 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 2971 }
3373} 2972}
3375/* 2974/*
3376 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3377 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3378 * was changed. 2977 * was changed.
3379 */ 2978 */
3380
3381void 2979void
3382fix_weight (void) 2980fix_weight (void)
3383{ 2981{
3384 player *pl; 2982 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 { 2983 {
3388 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3389 2985
3390 if (old == sum) 2986 if (old == sum)
3391 continue; 2987 continue;
3392 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3393 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3394 } 2990 }
3395} 2991}
3396 2992
3397void 2993void
3398fix_luck (void) 2994fix_luck (void)
3399{ 2995{
3400 player *pl; 2996 for_all_players (pl)
3401
3402 for (pl = first_player; pl != NULL; pl = pl->next)
3403 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3404 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3405} 2999}
3406
3407 3000
3408/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3409 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3410 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3411 */ 3004 */
3412
3413void 3005void
3414cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3415{ 3007{
3416 object *skop, *spob; 3008 object *skop, *spob;
3417 3009
3438 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3439 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3440 3032
3441 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3442 3034
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 3036}
3447 3037
3448void 3038void
3449make_visible (object *op) 3039make_visible (object *op)
3450{ 3040{
3453 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3454 { 3044 {
3455 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3456 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3457 } 3047 }
3048
3458 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3459} 3050}
3460 3051
3461int 3052int
3462is_true_undead (object *op) 3053is_true_undead (object *op)
3463{ 3054{
3464 object *tmp = NULL;
3465
3466 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3467 return 1; 3056 return 1;
3468 3057
3469 if (op->type == PLAYER)
3470 for (tmp = op->inv; tmp; tmp = tmp->below)
3471 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3472 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3473 return 1;
3474 return 0; 3058 return 0;
3475} 3059}
3476 3060
3477/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3478 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3534 3118
3535 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3536 3120
3537 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3538 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3539 {
3540 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3541 { 3124 {
3542 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3543 make_visible (op); 3126 make_visible (op);
3544 return; 3127 return;
3545 } 3128 }
3546 else 3129 else
3547 num += 20; 3130 num += 20;
3548 } 3131
3549 num += op->map->difficulty; 3132 num += op->map->difficulty;
3550 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3551 num -= hide; 3134 num -= hide;
3135
3552 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3553 { 3137 {
3554 make_visible (op); 3138 make_visible (op);
3555 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3556 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3557 } 3141 }
3558 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3559 {
3560 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3561 }
3562} 3144}
3563 3145
3564/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3565 3147
3566int 3148int
3593 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3594 continue; 3176 continue;
3595 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3596 continue; 3178 continue;
3597 3179
3598 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3599 { 3181 {
3600 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3601 return 1; 3183 return 1;
3602 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3603 { 3185 {
3633 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3634 { 3216 {
3635 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3636 return -1; 3218 return -1;
3637 } 3219 }
3220
3638 if (!pl || !op) 3221 if (!pl || !op)
3639 return 0; 3222 return 0;
3640 3223
3641 if (op->head)
3642 {
3643 op = op->head; 3224 op = op->head_ ();
3644 } 3225
3645 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3646 3227
3647 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3648 * through the object and find if it has any 3229 * through the object and find if it has any
3649 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3657 3238
3658 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3659 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3660 * for any meaningful values. 3241 * for any meaningful values.
3661 */ 3242 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3664 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3665 return 1; 3246 return 1;
3666 op = op->more; 3247 op = op->more;
3667 } 3248 }
3668 return 0; 3249 return 0;
3669} 3250}
3766 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3767 int i = 0, j = 0; 3348 int i = 0, j = 0;
3768 3349
3769 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3770 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3771 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3772 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3773 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3774 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3775 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3776 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3777 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3778 3359
3779 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3780 return; 3361 return;
3781 3362
3782 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3783 3364
3784 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3785 { 3366 {
3786 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3787 return; 3368 return;
3788 } 3369 }
3789 3370
3855 { 3436 {
3856 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3857 object *skin; 3438 object *skin;
3858 3439
3859 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3860 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3861 if (skin == NULL) 3445 if (!skin)
3862 return; 3446 return;
3863 3447
3864 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3865 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3866 { 3450 {
3911 * not readied. 3495 * not readied.
3912 */ 3496 */
3913void 3497void
3914player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3915{ 3499{
3916 rangetype i;
3917
3918 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3919 {
3920 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3921 { 3502 {
3922 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3923 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3924 {
3925 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3926 }
3927 } 3506 }
3928 }
3929} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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