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Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
321/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
323 * mode. 371 * mode.
324 */ 372 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
330 377
331 p = get_player (NULL); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 379
335 if (p->socket.faces_sent == NULL) 380 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
337 383
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 384 set_first_map (pl->ob);
345 385
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 386 return pl;
354} 387}
355 388
356/* 389/*
357 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
367 { 400 {
368 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
369 at = first_archetype; 402 at = first_archetype;
370 else 403 else
371 at = at->next; 404 at = at->next;
405
372 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
373 return at; 407 return at;
408
374 if (at == start) 409 if (at == start)
375 { 410 {
376 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 412 exit (-1);
378 } 413 }
379 } 414 }
380} 415}
381 416
382
383object * 417object *
384get_nearest_player (object *mon) 418get_nearest_player (object *mon)
385{ 419{
386 object *op = NULL; 420 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 421 objectlink *ol;
389 unsigned lastdist; 422 unsigned lastdist;
390 rv_vector rv; 423 rv_vector rv;
391 424
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 426 {
394 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 434 object *tmp = ol->ob;
402 435
403 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 437 * itself will have been cleared.
405 */ 438 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
407 ol = ol->next; 441 ol = ol->next;
408 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
409 if (!ol) 443 if (!ol)
410 return op; 444 return op;
411 } 445 }
424 { 458 {
425 op = ol->ob; 459 op = ol->ob;
426 lastdist = rv.distance; 460 lastdist = rv.distance;
427 } 461 }
428 } 462 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 463
430 { 464 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
435 { 467 {
436 op = pl->ob; 468 op = pl->ob;
437 lastdist = rv.distance; 469 lastdist = rv.distance;
438 } 470 }
439 } 471
440 }
441#if 0 472#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 474#endif
444 return op; 475 return op;
445} 476}
463 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 496 * is probably not a good thing.
466 */ 497 */
467#define MAX_SPACES 50 498#define MAX_SPACES 50
468
469 499
470/* 500/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 534 x = mon->x;
505 y = mon->y; 535 y = mon->y;
506 m = mon->map; 536 m = mon->map;
507 dir = rv.direction; 537 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
510 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 542 if (diff > max)
512 return 0; 543 return 0;
544
513 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
514 { 546 {
515 lastx = x; 547 lastx = x;
516 lasty = y; 548 lasty = y;
517 lastmap = m; 549 lastmap = m;
599 max--; 631 max--;
600 lastdir = dir; 632 lastdir = dir;
601 if (!firstdir) 633 if (!firstdir)
602 firstdir = dir; 634 firstdir = dir;
603 } 635 }
636
604 if (diff <= 1) 637 if (diff <= 1)
605 { 638 {
606 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 640 * headed toward player for entire distance.
608 */ 641 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 644 }
645
612 if (diff > max) 646 if (diff > max)
613 return 0; 647 return 0;
614 } 648 }
649
615 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
616 if (!max) 651 if (!max)
617 return 0; 652 return 0;
618 653
619 return firstdir; 654 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 685 {
651 remove_ob (op); 686 op->destroy ();
652 free_object (op);
653 continue; 687 continue;
654 } 688 }
655 } 689 }
656 690
657 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
669 break; 703 break;
670 704
671 if (tmp) 705 if (tmp)
672 { 706 {
673 remove_ob (op); 707 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 709 continue;
677 } 710 }
711
678 if (op->nrof > 1) 712 if (op->nrof > 1)
679 op->nrof = 1; 713 op->nrof = 1;
680 } 714 }
681 715
682 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 730 }
697 if (op->type == SPELL) 731 if (op->type == SPELL)
698 { 732 {
699 remove_ob (op); 733 op->destroy ();
700 free_object (op);
701 continue; 734 continue;
702 } 735 }
703 else if (op->type == SKILL) 736 else if (op->type == SKILL)
704 { 737 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
715 link_player_skills (pl); 748 link_player_skills (pl);
716} 749}
717 750
718void 751void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
803{ 753{
804 if (party == NULL) 754 if (party == NULL)
805 { 755 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 757 return;
808 } 758 }
759
809 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 764}
814
815 765
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 767static int
818roll_stat (void) 768roll_stat (void)
819{ 769{
820 int a[4], i, j, k; 770 int a[4], i, j, k;
821 771
822 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
824 774
825 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 776 if (a[i] < k)
827 k = a[i], j = i; 777 k = a[i], j = i;
828 778
829 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 780 if (i != j)
832 k += a[i]; 781 k += a[i];
833 } 782
834 return k; 783 return k;
835} 784}
836 785
837void 786void
838roll_stats (object *op) 787object::roll_stats ()
839{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
840 int sum = 0; 793 int sum = 0;
841 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
843 796
844 do 797 if (sum >= 82 && sum <= 116)
798 break;
845 { 799 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 800
857 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 803
866 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
867 do 805 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 806
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 807 stats.exp = 0;
902 op->stats.ac = 0; 808 stats.ac = 0;
903 809
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; 810 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
912 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
913} 822}
914 823
915void 824void
916Roll_Again (object *op) 825object::swap_stats (int a, int b)
917{ 826{
918 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 828
923void 829 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
925{ 856{
926 signed char tmp;
927 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
928 858
929 if (op->contr->Swap_First == -1) 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
1044 864
1045/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1049 * not the class. 869 * not the class.
1050 */ 870 */
1051 871void
1052int 872player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 873{
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 */ 874 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1071 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1073 883
1074 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1075 885
1076 if (op->msg) 886 if (ob->msg)
1077 op->msg = NULL; 887 ob->msg = 0;
1078 888
1079 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1080 * to save here. 890 * to save here.
1081 */ 891 */
892 {
893 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1084 897
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 898 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 901 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1093 fix_player (op); 903 ob->update_stats ();
1094 904
1095 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1096 * is one for this race 906 * is one for this race
1097 */ 907 */
1098 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1099 { 909 {
1100 object *tmp; 910 object *tmp;
1101 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1102 912
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 914 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1110 * default initial map */ 920 * default initial map */
1111 free_object (tmp); 921 tmp->destroy ();
1112 } 922 }
1113 else 923 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 925}
1117 return 0;
1118 }
1119 926
927void
928player::chargen_race_next ()
929{
1120 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1122 */ 932 */
1123 933
1124 tmp_loop = 0; 934 do
1125 while (!tmp_loop)
1126 { 935 {
1127 shstr name = op->name; 936 shstr name = ob->name;
1128 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1129 938
1130 remove_statbonus (op); 939 ob->remove_statbonus ();
1131 remove_ob (op); 940 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 942 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 943 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1137 op->x = x; 946 ob->x = x;
1138 op->y = y; 947 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 951 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 952 }
953 while (!allowed_class (ob));
1145 954
1146 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 957 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 960 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} 961}
1208 962
1209void 963void
1210flee_player (object *op) 964flee_player (object *op)
1211{ 965{
1241 { 995 {
1242 op->enemy = NULL; 996 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 998 return;
1245 } 999 }
1000
1246 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1247 1002
1248 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1250 { 1005 {
1251 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1252 1007
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1009 return;
1256 }
1257 } 1010 }
1011
1258 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1014 op->enemy = NULL;
1261} 1015}
1262 1016
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1019 * stop.
1267 */ 1020 */
1268int 1021int
1269check_pick (object *op) 1022check_pick (object *op)
1270{ 1023{
1271 object *tmp, *next; 1024 object *tmp, *next;
1272 int stop = 0; 1025 int stop = 0;
1273 int j, k, wvratio; 1026 int wvratio;
1274 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1275 1028
1276 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1278 return 1; 1031 return 1;
1279 1032
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 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)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1103 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 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 } 1108 }
1109
1384 /* philosophy: 1110 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1111 * 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 1112 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1115 * example.
1390 * The drawback: right now it has no frontend, so you need to 1116 * 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 1117 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1369 * found object is returned.
1644 */ 1370 */
1645object * 1371object *
1646find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1647{ 1373{
1648 object *tmp = NULL; 1374 object *tmp = 0;
1649 1375
1650 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1654 return op; 1380 return op;
1381
1655 return tmp; 1382 return tmp;
1656} 1383}
1657 1384
1658/* 1385/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1390 */
1664
1665object * 1391object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1393{
1668 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1462 * op = the shooter
1737 * type = bow->race 1463 * type = bow->race
1738 * dir = fire direction 1464 * dir = fire direction
1739 */ 1465 */
1740
1741object * 1466object *
1742pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1743{ 1468{
1744 object *tmp = NULL; 1469 object *tmp = NULL;
1745 maptile *m; 1470 maptile *m;
1810 */ 1535 */
1811int 1536int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1538{
1814 object *left, *bow; 1539 object *left, *bow;
1815 int bowspeed, mflags; 1540 int mflags;
1816 maptile *m; 1541 maptile *m;
1817 1542
1818 if (!dir) 1543 if (!dir)
1819 { 1544 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1546 return 0;
1822 } 1547 }
1823 if (op->type == PLAYER) 1548
1824 bow = op->contr->ranges[range_bow]; 1549 if (player *pl = op->contr)
1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1825 else 1555 else
1826 { 1556 {
1827 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1564 if (!bow)
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 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1839 } 1577 }
1578
1840 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1841 { 1580 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1582 return 0;
1844 } 1583 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1584
1854 if (arrow == NULL) 1585 if (arrow == NULL)
1855 { 1586 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1588 {
1858 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 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 */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1592 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1863 return 0; 1595 return 0;
1864 } 1596 }
1865 } 1597 }
1598
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1601 return 0;
1870 } 1602
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1604 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1606 return 0;
1875 } 1607 }
1876 1608
1877 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1879 { 1611 {
1880 remove_ob (arrow); 1612 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1613 return 0;
1883 } 1614 }
1884 1615
1885 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1618 if (!arrow)
1888 { 1619 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1621 return 0;
1891 } 1622 }
1892 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1626 arrow->direction = dir;
1896 arrow->x = sx; 1627
1897 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1898 1661
1899 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1900 { 1663 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911
1912 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1934 } 1671 }
1935 else 1672 else
1936 { 1673 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1674 arrow->level = op->level;
1939 } 1675 arrow->stats.wc -= bow->magic;
1940 1676
1941 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1942 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1943 1682
1944 if (bow->slaying != NULL) 1683 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1685
1947 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1689
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1953 1692
1954 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1694 move_arrow (arrow);
1956 1695
1957 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1977{ 1716{
1978 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1979 1718
1980 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1981 { 1720 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1722 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1724 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1726 wcmod = -1;
1727
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1729 }
1990 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1991 { 1731 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1737 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1741 }
2003 else 1742 else
2004 { 1743 {
2005 /* Simple case */ 1744 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1746 }
1747
2008 return ret; 1748 return ret;
2009} 1749}
2010 1750
2011 1751
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2014 */ 1754 */
2015void 1755void
2016fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2017{ 1757{
2018 object *item; 1758 object *item = op->contr->ranged_ob;
2019 1759
2020 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2021 { 1761 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1763 return;
2024 } 1764 }
2025 1765
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1766 if (!item->inv)
2028 { 1767 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1769 return;
2031 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2032 if (item->type == WAND) 1775 if (item->type == WAND)
2033 { 1776 {
2034 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2035 { 1778 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2038 return; 1782 return;
2039 } 1783 }
2040 } 1784 }
2041 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2042 { 1786 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 { 1788 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2046 if (item->type == ROD) 1791 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1793 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2050 return; 1796 return;
2051 } 1797 }
2052 } 1798 }
2053 1799
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2062 1808
2063 if (item->arch) 1809 if (item->arch)
2064 { 1810 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2067 item->speed = 0; 1813 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1814 }
1815
2070 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1818 }
2073 } 1819 }
2074 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1821 drain_rod_charge (item);
2077 }
2078 } 1822 }
2079} 1823}
2080 1824
2081/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2082 */ 1826 */
2087 1831
2088 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2090 make_visible (op); 1834 make_visible (op);
2091 1835
2092 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2093 { 1839 {
2094 case range_none: 1840 control_golem (op->contr->golem, dir);
2095 return; 1841 return;
1842 }
2096 1843
2097 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2098 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2099 return; 1853 break;
2100 1854
2101 case range_magic: /* Casting spells */ 1855 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1857 break;
2104 1858
2105 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2106 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2107 return; 1870 break;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 {
2112 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none;
2114 }
2115 else
2116 control_golem (op->contr->ranges[range_golem], dir);
2117 return;
2118
2119 case range_skill:
2120 if (!op->chosen_skill)
2121 {
2122 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2124 return;
2125 }
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return;
2128 case range_builder:
2129 apply_map_builder (op, dir);
2130 return;
2131 default:
2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133 return;
2134 } 1871 }
2135} 1872}
2136
2137
2138 1873
2139/* find_key 1874/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
2141 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1879 * pl is the player,
2145 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2148 */ 1883 */
2149
2150object * 1884object *
2151find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2152{ 1886{
2153 object *tmp, *key; 1887 object *tmp, *key;
2154 1888
2155 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1890 if (!container->inv)
2157 return NULL; 1891 return 0;
2158 1892
2159 /* First, lets try to find a key in the top level inventory */ 1893 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1895 {
2162 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1897 break;
2164 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2166 */ 1900 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1902 break;
2169 } 1903 }
1904
2170 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1906 /* If we find and use a key in an inventory, return at that time.
2172 * otherwise, if we search all the inventories and still don't find 1907 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1908 * a key, return
2174 */ 1909 */
2175 if (!tmp) 1910 if (!tmp)
2176 { 1911 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1913 {
2179 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1916 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2183 return key; 1918 return key;
2184 } 1919 }
2185 } 1920 }
1921
2186 if (!tmp) 1922 if (!tmp)
2187 return NULL; 1923 return NULL;
2188 } 1924 }
1925
2189 /* We get down here if we have found a key. Now if its in a container, 1926 /* We get down here if we have found a key. Now if its in a container,
2190 * see if we actually want to use it 1927 * see if we actually want to use it
2191 */ 1928 */
2192 if (pl != container) 1929 if (pl != container)
2193 { 1930 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2215 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1953 return NULL;
2217 } 1954 }
2218 } 1955 }
1956
2219 return tmp; 1957 return tmp;
2220} 1958}
2221 1959
2222/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1963 * 0 otherwise
2226 */ 1964 */
2227static int 1965static int
2228player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2229{ 1967{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2232 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2234 */ 1971 */
2235 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2238 if (key) 1975 if (key)
2239 { 1976 {
2240 object *container = key->env; 1977 object *container = key->env;
2241 1978
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
2243 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2244 make_visible (op); 1982 make_visible (op);
1983
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2247 if (door->type == DOOR) 1987 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2252 { 1990 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2254 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2255 } 1993 }
1994
2256 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2259 if (container != op) 1998 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2261 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2262 } 2002 }
2263 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2264 { 2004 {
2265 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 2007 return 1;
2268 } 2008 }
2009
2269 return 0; 2010 return 0;
2270} 2011}
2271 2012
2272/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2015 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2016 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2017 * going to try and move (not fire weapons).
2277 */ 2018 */
2278
2279void 2019void
2280move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2281{ 2021{
2282 object *tmp, *mon; 2022 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 2023 int on_battleground;
2285 maptile *m; 2024 maptile *m;
2286 2025
2287 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2289 2028
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2291 2030
2292 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2293 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2294 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2295 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2300 */ 2039 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302 { 2041 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 { 2043 {
2305 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2306 if (!m) 2045 if (!m)
2307 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2308 } 2047 }
2309 else 2048 else
2310 m = op->map; 2049 m = op->map;
2311 2050
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2313 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315 return; 2052 return;
2316 }
2317 2053
2318 mon = NULL; 2054 mon = 0;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2320 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2321 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2058 * on the space
2323 */ 2059 */
2324 while (tmp != NULL) 2060 while (tmp)
2325 { 2061 {
2326 if (tmp == op) 2062 if (tmp == op)
2327 { 2063 {
2328 tmp = tmp->above; 2064 tmp = tmp->above;
2329 continue; 2065 continue;
2339 mon = tmp; 2075 mon = tmp;
2340 2076
2341 tmp = tmp->above; 2077 tmp = tmp->above;
2342 } 2078 }
2343 2079
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2081 return; /* into a wall */
2346 2082
2347 if (mon->head != NULL) 2083 if (mon->head)
2348 mon = mon->head; 2084 mon = mon->head;
2349 2085
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2352 return; 2088 return;
2364 * player owns it and it is either friendly or unagressive. 2100 * player owns it and it is either friendly or unagressive.
2365 */ 2101 */
2366 if ((op->type == PLAYER) 2102 if ((op->type == PLAYER)
2367#if COZY_SERVER 2103#if COZY_SERVER
2368 && 2104 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2105 ((mon->owner && mon->owner->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2371#else 2107#else
2372 && get_owner (mon) == op 2108 && mon->owner == op
2373#endif 2109#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2111 {
2376 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2113 if (op->contr->braced)
2378 return; 2114 return;
2115
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2119 make_visible (op);
2120
2383 return; 2121 return;
2384 } 2122 }
2385 2123
2386 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2389 * attack them either. 2127 * attack them either.
2390 */ 2128 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2132 (op->contr->peaceful
2395 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2396 && mon->contr-> 2134 && mon->contr->
2397 peaceful)) && 2135 peaceful)) &&
2398#else 2136#else
2399 op->contr->peaceful && 2137 op->contr->peaceful &&
2400#endif 2138#endif
2401 !on_battleground)) 2139 !on_battleground))
2402 { 2140 {
2403 if (!op->contr->braced) 2141 if (!op->contr->braced)
2404 { 2142 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2407 } 2145 }
2408 else 2146 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2148
2412 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2150 make_visible (op);
2414 } 2151 }
2415 2152
2416 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2427 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2428 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2429 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2430 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2168 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2434 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2171 {
2436
2437 /* If the player hasn't hit something this tick, and does
2438 * so, give them speed boost based on weapon speed. Doing
2439 * it here is better than process_players2, which basically
2440 * incurred a 1 tick offset.
2441 */
2442 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2443 {
2444 op->speed_left += op->speed / op->contr->weapon_sp;
2445 2173
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 }
2448
2449 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2450 2175
2451 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2179 * the wiz.
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 { 2182 {
2458 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2459 2184
2460 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2463 } 2188 }
2189
2464 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2465 make_visible (op); 2191 make_visible (op);
2466 } 2192 }
2467 } /* if player should attack something */ 2193 } /* if player should attack something */
2468} 2194}
2470int 2196int
2471move_player (object *op, int dir) 2197move_player (object *op, int dir)
2472{ 2198{
2473 int pick; 2199 int pick;
2474 2200
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2202 return 0;
2477 2203
2478 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2480 { 2206 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2208 return 0;
2483 } 2209 }
2484 2210
2485 /* peterm: added following line */ 2211 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2214
2489 op->facing = dir; 2215 op->facing = dir;
2490 2216
2491 if (op->hide) 2217 if (op->hide)
2492 do_hidden_move (op); 2218 do_hidden_move (op);
2503 2229
2504 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2231 * server can handle repeat firing.
2506 */ 2232 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2234 op->direction = dir;
2510 }
2511 else 2235 else
2512 {
2513 op->direction = 0; 2236 op->direction = 0;
2514 } 2237
2515 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2240 * for players.
2518 */ 2241 */
2519 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2528 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2529 */ 2252 */
2530int 2253int
2531handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2532{ 2255{
2533 if (op->contr->hidden)
2534 {
2535 op->invisible = 1000;
2536 /* the socket code flashes the player visible/invisible
2537 * depending on the value of invisible, so we need to
2538 * alternate it here for it to work correctly.
2539 */
2540 if (pticks & 2)
2541 op->invisible--;
2542 }
2543 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544 {
2545 op->invisible--;
2546 if (!op->invisible)
2547 {
2548 make_visible (op);
2549 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2550 }
2551 }
2552
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2257 {
2555 flee_player (op); 2258 flee_player (op);
2259
2556 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2557 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2558 { 2262 {
2559 op->speed_left--; 2263 --op->speed_left;
2560 return 0; 2264 return 0;
2561 } 2265 }
2562 } 2266 }
2563
2564 /* I've been seeing crashes where the golem has been destroyed, but
2565 * the player object still points to the defunct golem. The code that
2566 * destroys the golem looks correct, and it doesn't always happen, so
2567 * put this in a a workaround to clean up the golem pointer.
2568 */
2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2570 op->contr->ranges[range_golem] = 0;
2571 2267
2572 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2270 * called, so we recheck it here.
2575 */ 2271 */
2576 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2577 if (op->speed_left < 0)
2578 return 0; 2273 return 1;
2579 2274
2275 if (op->speed_left > 0.f)
2276 {
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2278 {
2582 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--; 2280 --op->speed_left;
2584 2281
2585 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2588 */ 2285 */
2589 move_player (op, op->direction); 2286 move_player (op, op->direction);
2590 if (op->speed_left > 0) 2287
2591 return 1; 2288 return op->speed_left > 0.f;
2592 else 2289 }
2593 return 0;
2594 } 2290 }
2291
2595 return 0; 2292 return 0;
2596} 2293}
2597 2294
2598int 2295int
2599save_life (object *op) 2296save_life (object *op)
2600{ 2297{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2299 return 0;
2605 2300
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2303 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2610 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2611 if (op->contr) 2307 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2308 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2309
2614 free_object (tmp); 2310 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312
2616 if (op->stats.hp < 0) 2313 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2315
2618 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2619 op->stats.food = 999; 2317 op->stats.food = 999;
2620 fix_player (op); 2318
2319 op->update_stats ();
2621 return 1; 2320 return 1;
2622 } 2321 }
2322
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2325 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2326 return 0;
2627} 2327}
2632 * from. 2332 * from.
2633 */ 2333 */
2634void 2334void
2635remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2636{ 2336{
2637 object *next;
2638
2639 while (op) 2337 while (op)
2640 { 2338 {
2641 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2340
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2342 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2652 } 2347 }
2653 else if (op->inv) 2348 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2350
2655 op = next; 2351 op = next;
2656 } 2352 }
2657} 2353}
2658
2659 2354
2660/* 2355/*
2661 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2369 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2372 else
2678 sprintf (buf, "%s\n", &op->name); 2373 sprintf (buf, "%s\n", &op->name);
2374
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2376 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2378 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2379 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2383 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2688 { 2385 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2388 strcat (buf2, buf);
2692 } 2389 }
2390
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2393 strcat (buf2, buf);
2394
2696 return buf2; 2395 return buf2;
2697} 2396}
2698
2699
2700 2397
2701void 2398void
2702do_some_living (object *op) 2399do_some_living (object *op)
2703{ 2400{
2704 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2407 int rate_grace = 2000;
2711 const int max_hp = 1; 2408 const int max_hp = 1;
2712 const int max_sp = 1; 2409 const int max_sp = 1;
2713 const int max_grace = 1; 2410 const int max_grace = 1;
2714 2411
2715 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2721 2430
2722 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2723 { 2432 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2437 else
2730 { 2438 {
2731 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2441 }
2442
2734 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2445 else
2737 { 2446 {
2738 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2449 }
2450
2741 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2453 else
2744 { 2454 {
2745 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2457 }
2748 2458
2749 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2461 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2754 { 2464 {
2755 op->stats.sp++; 2465 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2473 op->stats.food = last_food;
2764 } 2474 }
2765 } 2475 }
2476
2766 if (max_sp > 1) 2477 if (max_sp > 1)
2767 { 2478 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2480 if (over_sp > 0)
2770 { 2481 {
2771 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2772 { 2483 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2487 op->stats.sp--;
2488
2776 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2778 } 2491 }
2779 op->last_sp = 0; 2492 op->last_sp = 0;
2780 } 2493 }
2781 else 2494 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2496 }
2786 else 2497 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2499 }
2791 2500
2792 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2795 { 2504 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2798 if (max_grace > 1) 2508 if (max_grace > 1)
2799 { 2509 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2511 if (over_grace > 0)
2802 { 2512 {
2830 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2542 op->stats.food = last_food;
2833 } 2543 }
2834 } 2544 }
2545
2835 if (max_hp > 1) 2546 if (max_hp > 1)
2836 { 2547 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2549 if (over_hp > 0)
2839 { 2550 {
2863 2574
2864 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2577 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2868 /* dms do not consume food */ 2580 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2582 op->stats.food--;
2871 } 2583 }
2872 }
2873 2584
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2586 {
2876 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2877 2588
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2590 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2883 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2598 break;
2888 } 2599 }
2889 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2890 flesh = tmp; 2601 flesh = tmp;
2891 } /* End if paid for object */ 2602 } /* End if paid for object */
2892 } /* end of for loop */ 2603 } /* end of for loop */
2604
2893 /* If player is still starving, it means they don't have any food, so 2605 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2606 * eat flesh instead.
2895 */ 2607 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2609 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2900 } 2612 }
2901 } /* end if player is starving */ 2613 }
2902 2614
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2905 2617
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2619 kill_player (op);
2620 }
2908} 2621}
2909
2910
2911 2622
2912/* If the player should die (lack of hp, food, etc), we call this. 2623/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2624 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2625 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2626 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2658
2948 /* restore player */ 2659 /* restore player */
2949 at = archetype::find ("poisoning"); 2660 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2662 {
2953 remove_ob (tmp); 2663 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2665 }
2957 2666
2958 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2669 {
2962 remove_ob (tmp); 2670 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2672 }
2966 2673
2967 cure_disease (op, 0); /* remove any disease */ 2674 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2677 op->stats.food = 999;
2971 2678
2972 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2681 {
2976 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2683 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2979 " the %s, when he was defeated at\n level %d by %s.\n", 2685 " the %s, when he was defeated at\n level %d by %s.\n",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2687 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2691 }
2987 2692
2988 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2695 op->contr->braced = 0;
2995 2700
2996 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2997 2702
2998 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2999 { 2704 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.food = 999;
3005 return;
3006 }
3007 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
3009 } 2707 }
3010 else 2708 else
3011 {
3012 if (op->contr->explore)
3013 {
3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3016 op->stats.hp = op->stats.maxhp;
3017 return;
3018 }
3019 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
3020 } 2710
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2712
3023 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3024 x = op->x; 2714 x = op->x;
3025 y = op->y; 2715 y = op->y;
3026 map = op->map; 2716 map = op->map;
3027 2717
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat. 2719 * life if they are dead - it takes some exp and a random stat.
3033 * See the config.h file for a little more in depth detail about this. 2720 * See the config.h file for a little more in depth detail about this.
3034 */ 2721 */
3035 2722
3036 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2725 * of death.
3039 */ 2726 */
3040#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3042 { 2729 {
3043 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer 2731 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */ 2732 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2735 little bit harder. */
3049 /* GD */ 2736 /* GD */
3050 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2738 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2739 else
3056 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3057 num_stats_lose = 1; 2743 num_stats_lose = 1;
3058 } 2744
3059 lost_a_stat = 0; 2745 lost_a_stat = 0;
3060 2746
3061 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3062 { 2748 {
3063 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3064 2750
3065 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
2752 {
2753 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost.
2755 */
2756 change_attr_value (&(op->stats), i, -1);
2757 check_stat_bounds (&(op->stats));
2758 change_attr_value (&(op->contr->orig_stats), i, -1);
2759 check_stat_bounds (&(op->contr->orig_stats));
2760 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2761 lost_a_stat = 1;
2762 }
2763 else
2764 {
2765 /* deplete a stat */
2766 archetype *deparch = archetype::find ("depletion");
2767 object *dep;
2768
2769 dep = present_arch_in_ob (deparch, op);
2770 if (!dep)
3066 { 2771 {
3067 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3068 * what he lost. 2773 insert_ob_in_ob (dep, op);
3069 */
3070 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1;
3076 } 2774 }
3077 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3078 { 2777 {
3079 /* deplete a stat */ 2778 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3081 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3082 2781 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2782 {
3086 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3088 } 2785
3089 lose_this_stat = 1; 2786 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 if (this_stat < 0) 2787 if (keep_chance < 1)
2788 keep_chance = 1;
2789
2790 /* There is a maximum depletion total per level. */
2791 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2792 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2793 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2795 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2796 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2797 else
3131 if (this_stat >= -50)
3132 { 2798 {
3133 change_attr_value (&(dep->stats), i, -1); 2799 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 lost_a_stat = 1; 2800 lose_this_stat = 0;
2801 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2802 this_stat, keep_chance, loss_chance,
2803 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2804 }
3139 } 2805 }
3140 } 2806 }
2807
2808 if (lose_this_stat)
2809 {
2810 this_stat = get_attr_value (&(dep->stats), i);
2811 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a
2815 * difference.
2816 */
2817 if (this_stat >= -50)
2818 {
2819 change_attr_value (&(dep->stats), i, -1);
2820 SET_FLAG (dep, FLAG_APPLIED);
2821 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2822 op->update_stats ();
2823 lost_a_stat = 1;
2824 }
3141 } 2825 }
2826 }
2827 }
3142 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2829 if (!lost_a_stat)
3144 { 2830 {
3145 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3148 2834
3149 if (god && (strcmp (god, "none"))) 2835 if (god && (strcmp (god, "none")))
3150 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2837 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2839 }
3154#else 2840#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2842#endif
3157 2843
3158 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2845 * exp loss on the stone.
3160 */ 2846 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2849 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2851 tmp->name_pl = buf;
3166 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2852 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3167 tmp->msg = buf; 2853 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2856
3171 /**************************************/ 2857 /**************************************/
3172 /* */ 2858 /* */
3173 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3176 /* */ 2862 /* */
3177 /**************************************/ 2863 /**************************************/
3178 2864
3179 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2866 /* restore player */
3181 at = archetype::find ("poisoning"); 2867 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
2869
3183 if (tmp) 2870 if (tmp)
3184 { 2871 {
3185 remove_ob (tmp); 2872 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2874 }
3189 2875
3190 at = archetype::find ("confusion"); 2876 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2878 if (tmp)
3193 { 2879 {
3194 remove_ob (tmp); 2880 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2882 }
3198 2883
3199 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3200 2885
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3204 op->stats.food = 900; 2889 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2893
3209 /* 2894 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2895 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2896 * and put them back in the map.
3212 * in the map. 2897 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3217 2899
3218 /****************************************/ 2900 /****************************************/
3219 /* */ 2901 /* */
3220 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3222 /* */ 2904 /* */
3223 /****************************************/ 2905 /****************************************/
3224 2906
3225 enter_player_savebed (op); 2907 enter_player_savebed (op);
3226 2908
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2909 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2910
3233 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2914 * on the space that might harm the player.
3237 */ 2915 */
3238 will_kill_again = 0; 2916 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2917 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3242 2920
3243 if (will_kill_again) 2921 if (will_kill_again)
3244 { 2922 {
3245 object *force; 2923 object *force;
3246 int at; 2924 int at;
3247 2925
3248 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2928 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2933 force->resist[at] = 100;
3256 2934
3257 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3258 fix_player (op); 2936 op->update_stats ();
3259 2937
3260 } 2938 }
3261 2939
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 2941}
3332
3333 2942
3334void 2943void
3335loot_object (object *op) 2944loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3338 2947
3339 if (op->container) 2948 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2949
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3345 { 2951 {
3346 next = tmp->below; 2952 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2953
2954 if (tmp->invisible)
3348 continue; 2955 continue;
3349 remove_ob (tmp); 2956
2957 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3351 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2962
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2964 {
3357 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3358 { 2966 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2968 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2969 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2970 }
3363 else 2971 else
3364 free_object (tmp); 2972 tmp->destroy ();
3365 } 2973 }
3366 else 2974 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2975 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2976 }
3369} 2977}
3371/* 2979/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2981 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2982 * was changed.
3375 */ 2983 */
3376
3377void 2984void
3378fix_weight (void) 2985fix_weight (void)
3379{ 2986{
3380 player *pl; 2987 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2988 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 2990
3386 if (old == sum) 2991 if (old == sum)
3387 continue; 2992 continue;
3388 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 2995 }
3391} 2996}
3392 2997
3393void 2998void
3394fix_luck (void) 2999fix_luck (void)
3395{ 3000{
3396 player *pl; 3001 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3401} 3004}
3402
3403 3005
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3407 */ 3009 */
3408
3409void 3010void
3410cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3411{ 3012{
3412 object *skop, *spob; 3013 object *skop, *spob;
3413 3014
3434 if (op->type == PLAYER) 3035 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3036 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 3037
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3038 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3039
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3040 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3041}
3443 3042
3444void 3043void
3445make_visible (object *op) 3044make_visible (object *op)
3446{ 3045{
3449 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3450 { 3049 {
3451 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3453 } 3052 }
3053
3454 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3455} 3055}
3456 3056
3457int 3057int
3458is_true_undead (object *op) 3058is_true_undead (object *op)
3459{ 3059{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3061 return 1;
3464 3062
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3063 return 0;
3471} 3064}
3472 3065
3473/* look at the surrounding terrain to determine 3066/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3067 * the hideability of this object. Positive levels
3530 3123
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3125
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3126 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3537 { 3129 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3131 make_visible (op);
3540 return; 3132 return;
3541 } 3133 }
3542 else 3134 else
3543 num += 20; 3135 num += 20;
3544 } 3136
3545 num += op->map->difficulty; 3137 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3139 num -= hide;
3140
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3142 {
3550 make_visible (op); 3143 make_visible (op);
3551 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3146 }
3554 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3149}
3559 3150
3560/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3561 3152
3562int 3153int
3589 if (mflags & P_OUT_OF_MAP) 3180 if (mflags & P_OUT_OF_MAP)
3590 continue; 3181 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3182 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3183 continue;
3593 3184
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3185 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3186 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3187 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3188 return 1;
3598 else if (tmp->type == PLAYER) 3189 else if (tmp->type == PLAYER)
3599 { 3190 {
3629 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3630 { 3221 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3223 return -1;
3633 } 3224 }
3225
3634 if (!pl || !op) 3226 if (!pl || !op)
3635 return 0; 3227 return 0;
3636 3228
3637 if (op->head)
3638 {
3639 op = op->head; 3229 op = op->head_ ();
3640 } 3230
3641 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3642 3232
3643 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3234 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3653 3243
3654 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3245 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3246 * for any meaningful values.
3657 */ 3247 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3251 return 1;
3662 op = op->more; 3252 op = op->more;
3663 } 3253 }
3664 return 0; 3254 return 0;
3665} 3255}
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3353 int i = 0, j = 0;
3764 3354
3765 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3768 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3770 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3772 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3774 3364
3775 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3776 return; 3366 return;
3777 3367
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3369
3780 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3781 { 3371 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3373 return;
3784 } 3374 }
3785 3375
3851 { 3441 {
3852 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3443 object *skin;
3854 3444
3855 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3448 ;
3449
3857 if (skin == NULL) 3450 if (!skin)
3858 return; 3451 return;
3859 3452
3860 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3455 {
3907 * not readied. 3500 * not readied.
3908 */ 3501 */
3909void 3502void
3910player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3911{ 3504{
3912 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3913 3507
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3915 { 3509 pl->combat_ob = 0;
3510
3916 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3917 { 3512 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 3513}
3514
3515sint8
3516player::visibility_at (maptile *map, int x, int y) const
3517{
3518 if (!ns)
3519 return 0;
3520
3521 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0;
3524
3525 x += dx - ns->current_x + ns->mapx / 2;
3526 y += dy - ns->current_y + ns->mapy / 2;
3527
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y];
3532}

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