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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 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#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 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);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 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);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
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
319/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
320 * 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
321 * mode. 371 * mode.
322 */ 372 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
328 377
329 p = get_player (NULL); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 379
333 if (p->socket.faces_sent == NULL) 380 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
335 383
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 384 set_first_map (pl->ob);
344 385
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 386 return pl;
353} 387}
354 388
355/* 389/*
356 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
366 { 400 {
367 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
368 at = first_archetype; 402 at = first_archetype;
369 else 403 else
370 at = at->next; 404 at = at->next;
405
371 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
372 return at; 407 return at;
408
373 if (at == start) 409 if (at == start)
374 { 410 {
375 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 412 exit (-1);
377 } 413 }
378 } 414 }
379} 415}
380 416
381
382object * 417object *
383get_nearest_player (object *mon) 418get_nearest_player (object *mon)
384{ 419{
385 object *op = NULL; 420 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 421 objectlink *ol;
388 unsigned lastdist; 422 unsigned lastdist;
389 rv_vector rv; 423 rv_vector rv;
390 424
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 426 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 434 object *tmp = ol->ob;
401 435
402 /* 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
403 * itself will have been cleared. 437 * itself will have been cleared.
404 */ 438 */
405 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 ());
406 ol = ol->next; 441 ol = ol->next;
407 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
408 if (!ol) 443 if (!ol)
409 return op; 444 return op;
410 } 445 }
423 { 458 {
424 op = ol->ob; 459 op = ol->ob;
425 lastdist = rv.distance; 460 lastdist = rv.distance;
426 } 461 }
427 } 462 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 463
429 { 464 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
434 { 467 {
435 op = pl->ob; 468 op = pl->ob;
436 lastdist = rv.distance; 469 lastdist = rv.distance;
437 } 470 }
438 } 471
439 }
440#if 0 472#if 0
441 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)");
442#endif 474#endif
443 return op; 475 return op;
444} 476}
462 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
463 * 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
464 * is probably not a good thing. 496 * is probably not a good thing.
465 */ 497 */
466#define MAX_SPACES 50 498#define MAX_SPACES 50
467
468 499
469/* 500/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * 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
472 * 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
503 x = mon->x; 534 x = mon->x;
504 y = mon->y; 535 y = mon->y;
505 m = mon->map; 536 m = mon->map;
506 dir = rv.direction; 537 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 542 if (diff > max)
511 return 0; 543 return 0;
544
512 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
513 { 546 {
514 lastx = x; 547 lastx = x;
515 lasty = y; 548 lasty = y;
516 lastmap = m; 549 lastmap = m;
598 max--; 631 max--;
599 lastdir = dir; 632 lastdir = dir;
600 if (!firstdir) 633 if (!firstdir)
601 firstdir = dir; 634 firstdir = dir;
602 } 635 }
636
603 if (diff <= 1) 637 if (diff <= 1)
604 { 638 {
605 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 640 * headed toward player for entire distance.
607 */ 641 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 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));
610 } 644 }
645
611 if (diff > max) 646 if (diff > max)
612 return 0; 647 return 0;
613 } 648 }
649
614 /* 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 */
615 if (!max) 651 if (!max)
616 return 0; 652 return 0;
617 653
618 return firstdir; 654 return firstdir;
711 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
712 link_player_skills (pl); 748 link_player_skills (pl);
713} 749}
714 750
715void 751void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
800{ 753{
801 if (party == NULL) 754 if (party == NULL)
802 { 755 {
803 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);
804 return; 757 return;
805 } 758 }
759
806 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
809 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:");
810} 764}
811
812 765
813/* 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. */
814int 767static int
815roll_stat (void) 768roll_stat (void)
816{ 769{
817 int a[4], i, j, k; 770 int a[4], i, j, k;
818 771
819 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
821 774
822 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 776 if (a[i] < k)
824 k = a[i], j = i; 777 k = a[i], j = i;
825 778
826 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 780 if (i != j)
829 k += a[i]; 781 k += a[i];
830 } 782
831 return k; 783 return k;
832} 784}
833 785
834void 786void
835roll_stats (object *op) 787object::roll_stats ()
836{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
837 int sum = 0; 793 int sum = 0;
838 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
840 796
841 do 797 if (sum >= 82 && sum <= 116)
798 break;
842 { 799 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 800
854 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 803
863 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
864 do 805 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 806
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 807 stats.exp = 0;
899 op->stats.ac = 0; 808 stats.ac = 0;
900 809
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
910} 822}
911 823
912void 824void
913Roll_Again (object *op) 825object::swap_stats (int a, int b)
914{ 826{
915 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 828
920void 829 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 856{
923 signed char tmp;
924 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
925 858
926 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 863}
1041 864
1042/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1046 * not the class. 869 * not the class.
1047 */ 870 */
1048 871void
1049int 872player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 873{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1068 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1070 883
1071 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1072 885
1073 if (op->msg) 886 if (ob->msg)
1074 op->msg = NULL; 887 ob->msg = 0;
1075 888
1076 /* 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
1077 * to save here. 890 * to save here.
1078 */ 891 */
892 {
893 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1081 897
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 898 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 901 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1090 fix_player (op); 903 ob->update_stats ();
1091 904
1092 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1093 * is one for this race 906 * is one for this race
1094 */ 907 */
1095 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1096 { 909 {
1097 object *tmp; 910 object *tmp;
1098 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1099 912
1100 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);
1101 tmp = object::create (); 914 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1107 * default initial map */ 920 * default initial map */
1108 tmp->destroy (); 921 tmp->destroy ();
1109 } 922 }
1110 else 923 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 925}
1114 return 0;
1115 }
1116 926
927void
928player::chargen_race_next ()
929{
1117 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1119 */ 932 */
1120 933
1121 tmp_loop = 0; 934 do
1122 while (!tmp_loop)
1123 { 935 {
1124 shstr name = op->name; 936 shstr name = ob->name;
1125 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1126 938
1127 remove_statbonus (op); 939 ob->remove_statbonus ();
1128 op->remove (); 940 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1130 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 943 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1134 op->x = x; 946 ob->x = x;
1135 op->y = y; 947 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 951 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 952 }
953 while (!allowed_class (ob));
1142 954
1143 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 957 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 960 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 961}
1205 962
1206void 963void
1207flee_player (object *op) 964flee_player (object *op)
1208{ 965{
1238 { 995 {
1239 op->enemy = NULL; 996 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 998 return;
1242 } 999 }
1000
1243 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1244 1002
1245 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1247 { 1005 {
1248 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1249 1007
1250 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)))
1251 {
1252 return; 1009 return;
1253 }
1254 } 1010 }
1011
1255 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1014 op->enemy = NULL;
1258} 1015}
1259 1016
1260
1261/* 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.
1262 * 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
1263 * stop. 1019 * stop.
1264 */ 1020 */
1265int 1021int
1266check_pick (object *op) 1022check_pick (object *op)
1267{ 1023{
1268 object *tmp, *next; 1024 object *tmp, *next;
1269 int stop = 0; 1025 int stop = 0;
1270 int j, k, wvratio; 1026 int wvratio;
1271 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1272 1028
1273 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1275 return 1; 1031 return 1;
1276 1032
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &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))));
1347 else 1103 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1108 }
1109
1381 /* philosophy: 1110 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1115 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1640 * found object is returned. 1369 * found object is returned.
1641 */ 1370 */
1642object * 1371object *
1643find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1644{ 1373{
1645 object *tmp = NULL; 1374 object *tmp = 0;
1646 1375
1647 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1648 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))
1649 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1650 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1651 return op; 1380 return op;
1381
1652 return tmp; 1382 return tmp;
1653} 1383}
1654 1384
1655/* 1385/*
1656 * 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
1657 * 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
1658 * 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
1659 * 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.
1660 */ 1390 */
1661
1662object * 1391object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1664{ 1393{
1665 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1732 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1733 * op = the shooter 1462 * op = the shooter
1734 * type = bow->race 1463 * type = bow->race
1735 * dir = fire direction 1464 * dir = fire direction
1736 */ 1465 */
1737
1738object * 1466object *
1739pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1740{ 1468{
1741 object *tmp = NULL; 1469 object *tmp = NULL;
1742 maptile *m; 1470 maptile *m;
1807 */ 1535 */
1808int 1536int
1809fire_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)
1810{ 1538{
1811 object *left, *bow; 1539 object *left, *bow;
1812 int bowspeed, mflags; 1540 int mflags;
1813 maptile *m; 1541 maptile *m;
1814 1542
1815 if (!dir) 1543 if (!dir)
1816 { 1544 {
1817 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!");
1818 return 0; 1546 return 0;
1819 } 1547 }
1820 if (op->type == PLAYER) 1548
1821 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 }
1822 else 1555 else
1823 { 1556 {
1824 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1825 /* 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
1826 * 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.
1831 if (!bow) 1564 if (!bow)
1832 { 1565 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1567 return 0;
1835 } 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
1836 } 1577 }
1578
1837 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1838 { 1580 {
1839 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);
1840 return 0; 1582 return 0;
1841 } 1583 }
1842
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844
1845 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1848 if (bowspeed < 1)
1849 bowspeed = 1;
1850 1584
1851 if (arrow == NULL) 1585 if (arrow == NULL)
1852 { 1586 {
1853 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 { 1588 {
1855 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1856 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);
1857 /* 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 */
1858 else 1592 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1860 return 0; 1595 return 0;
1861 } 1596 }
1862 } 1597 }
1598
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1601 return 0;
1867 } 1602
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1604 {
1870 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.");
1871 return 0; 1606 return 0;
1872 } 1607 }
1878 return 0; 1613 return 0;
1879 } 1614 }
1880 1615
1881 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1618 if (!arrow)
1884 { 1619 {
1885 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);
1886 return 0; 1621 return 0;
1887 } 1622 }
1623
1888 arrow->set_owner (op); 1624 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1626 arrow->direction = dir;
1892 arrow->x = sx; 1627
1893 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;
1894 1661
1895 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1896 { 1663 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op);
1899 }
1900
1901 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying);
1907
1908 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper.
1910 */
1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1914 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917
1918 if (arrow->speed < 1.0)
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0;
1922
1923 if (op->type == PLAYER)
1924 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1927 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1928
1929 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;
1930 } 1671 }
1931 else 1672 else
1932 { 1673 {
1933 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1934 arrow->level = op->level; 1674 arrow->level = op->level;
1935 } 1675 arrow->stats.wc -= bow->magic;
1936 1676
1937 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1938 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1939 1682
1940 if (bow->slaying != NULL) 1683 wc -= arrow->level;
1941 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1942 1685
1943 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1944 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1689
1947 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);
1948 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1949 1692
1950 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1694 move_arrow (arrow);
1952 1695
1953 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1973{ 1716{
1974 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1975 1718
1976 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1977 { 1720 {
1978 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);
1979 } 1722 }
1980 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)
1981 { 1724 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1726 wcmod = -1;
1727
1984 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);
1985 } 1729 }
1986 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1987 { 1731 {
1988 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);
1992 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1993 { 1737 {
1994 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);
1995 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);
1996 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);
1997
1998 } 1741 }
1999 else 1742 else
2000 { 1743 {
2001 /* Simple case */ 1744 /* Simple case */
2002 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);
2003 } 1746 }
1747
2004 return ret; 1748 return ret;
2005} 1749}
2006 1750
2007 1751
2008/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2009 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2010 */ 1754 */
2011void 1755void
2012fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2013{ 1757{
2014 object *item; 1758 object *item = op->contr->ranged_ob;
2015 1759
2016 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2017 { 1761 {
2018 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.");
2019 return; 1763 return;
2020 } 1764 }
2021 1765
2022 item = op->contr->ranges[range_misc];
2023 if (!item->inv) 1766 if (!item->inv)
2024 { 1767 {
2025 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2026 return; 1769 return;
2027 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2028 if (item->type == WAND) 1775 if (item->type == WAND)
2029 { 1776 {
2030 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2031 { 1778 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2033 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
2034 return; 1782 return;
2035 } 1783 }
2036 } 1784 }
2037 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2038 { 1786 {
2039 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))
2040 { 1788 {
2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2042 if (item->type == ROD) 1791 if (item->type == ROD)
2043 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));
2044 else 1793 else
2045 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
2046 return; 1796 return;
2047 } 1797 }
2048 } 1798 }
2049 1799
2050 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2058 1808
2059 if (item->arch) 1809 if (item->arch)
2060 { 1810 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2063 item->speed = 0; 1813 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1814 }
1815
2066 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1818 }
2069 } 1819 }
2070 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1821 drain_rod_charge (item);
2073 }
2074 } 1822 }
2075} 1823}
2076 1824
2077/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2078 */ 1826 */
2083 1831
2084 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2085 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2086 make_visible (op); 1834 make_visible (op);
2087 1835
2088 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2089 { 1839 {
2090 case range_none: 1840 control_golem (op->contr->golem, dir);
2091 return; 1841 return;
1842 }
2092 1843
2093 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2094 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2095 return; 1853 break;
2096 1854
2097 case range_magic: /* Casting spells */ 1855 case SPELL:
2098 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);
2099 return; 1857 break;
2100 1858
2101 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:
2102 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2103 return; 1870 break;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return;
2121 }
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir);
2126 return;
2127 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129 return;
2130 } 1871 }
2131} 1872}
2132
2133
2134 1873
2135/* find_key 1874/* find_key
2136 * 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
2137 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2140 * pl is the player, 1879 * pl is the player,
2141 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2144 */ 1883 */
2145
2146object * 1884object *
2147find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2148{ 1886{
2149 object *tmp, *key; 1887 object *tmp, *key;
2150 1888
2151 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1890 if (!container->inv)
2153 return NULL; 1891 return 0;
2154 1892
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1895 {
2158 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1897 break;
2160 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2162 */ 1900 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1902 break;
2165 } 1903 }
1904
2166 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1908 * a key, return
2170 */ 1909 */
2171 if (!tmp) 1910 if (!tmp)
2172 { 1911 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 { 1913 {
2175 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2177 { 1916 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2179 return key; 1918 return key;
2180 } 1919 }
2181 } 1920 }
1921
2182 if (!tmp) 1922 if (!tmp)
2183 return NULL; 1923 return NULL;
2184 } 1924 }
1925
2185 /* 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,
2186 * see if we actually want to use it 1927 * see if we actually want to use it
2187 */ 1928 */
2188 if (pl != container) 1929 if (pl != container)
2189 { 1930 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "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));
2212 return NULL; 1953 return NULL;
2213 } 1954 }
2214 } 1955 }
1956
2215 return tmp; 1957 return tmp;
2216} 1958}
2217 1959
2218/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2221 * 0 otherwise 1963 * 0 otherwise
2222 */ 1964 */
2223static int 1965static int
2224player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2225{ 1967{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2230 */ 1971 */
2231 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2234 if (key) 1975 if (key)
2235 { 1976 {
2236 object *container = key->env; 1977 object *container = key->env;
2237 1978
2238 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
2239 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2240 make_visible (op); 1982 make_visible (op);
1983
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2243 if (door->type == DOOR) 1987 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2248 { 1990 {
2249 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));
2250 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2251 } 1993 }
1994
2252 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2255 if (container != op) 1998 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2257 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2258 } 2002 }
2259 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2260 { 2004 {
2261 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2263 return 1; 2007 return 1;
2264 } 2008 }
2009
2265 return 0; 2010 return 0;
2266} 2011}
2267 2012
2268/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2015 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2016 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2017 * going to try and move (not fire weapons).
2273 */ 2018 */
2274
2275void 2019void
2276move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2277{ 2021{
2278 object *tmp, *mon; 2022 object *tmp, *mon;
2279 sint16 nx, ny;
2280 int on_battleground; 2023 int on_battleground;
2281 maptile *m; 2024 maptile *m;
2282 2025
2283 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2285 2028
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2287 2030
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2296 */ 2039 */
2297 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))
2298 { 2041 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 { 2043 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2302 if (!m) 2045 if (!m)
2303 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2304 } 2047 }
2305 else 2048 else
2306 m = op->map; 2049 m = op->map;
2307 2050
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2052 return;
2312 }
2313 2053
2314 mon = NULL; 2054 mon = 0;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2058 * on the space
2319 */ 2059 */
2320 while (tmp != NULL) 2060 while (tmp)
2321 { 2061 {
2322 if (tmp == op) 2062 if (tmp == op)
2323 { 2063 {
2324 tmp = tmp->above; 2064 tmp = tmp->above;
2325 continue; 2065 continue;
2335 mon = tmp; 2075 mon = tmp;
2336 2076
2337 tmp = tmp->above; 2077 tmp = tmp->above;
2338 } 2078 }
2339 2079
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2081 return; /* into a wall */
2342 2082
2343 if (mon->head != NULL) 2083 if (mon->head)
2344 mon = mon->head; 2084 mon = mon->head;
2345 2085
2346 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))
2347 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2348 return; 2088 return;
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2111 {
2372 /* 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 */
2373 if (op->contr->braced) 2113 if (op->contr->braced)
2374 return; 2114 return;
2115
2375 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);
2376 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2119 make_visible (op);
2120
2379 return; 2121 return;
2380 } 2122 }
2381 2123
2382 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2385 * attack them either. 2127 * attack them either.
2386 */ 2128 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2388 (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)) && (
2389#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2390 (op->contr->peaceful 2132 (op->contr->peaceful
2391 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2392 && mon->contr-> 2134 && mon->contr->
2393 peaceful)) && 2135 peaceful)) &&
2394#else 2136#else
2395 op->contr->peaceful && 2137 op->contr->peaceful &&
2396#endif 2138#endif
2397 !on_battleground)) 2139 !on_battleground))
2398 { 2140 {
2399 if (!op->contr->braced) 2141 if (!op->contr->braced)
2400 { 2142 {
2401 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);
2402 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2403 } 2145 }
2404 else 2146 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2148
2408 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2150 make_visible (op);
2410 } 2151 }
2411 2152
2412 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2423 * 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
2424 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2425 * 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
2426 * 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.
2427 */ 2168 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((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)))
2431 { 2171 {
2432
2433 /* If the player hasn't hit something this tick, and does
2434 * so, give them speed boost based on weapon speed. Doing
2435 * it here is better than process_players2, which basically
2436 * incurred a 1 tick offset.
2437 */
2438 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2439 {
2440 op->speed_left += op->speed / op->contr->weapon_sp;
2441 2173
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 }
2444
2445 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2446 2175
2447 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2179 * the wiz.
2452 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))
2453 { 2182 {
2454 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2455 2184
2456 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2459 } 2188 }
2189
2460 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2461 make_visible (op); 2191 make_visible (op);
2462 } 2192 }
2463 } /* if player should attack something */ 2193 } /* if player should attack something */
2464} 2194}
2466int 2196int
2467move_player (object *op, int dir) 2197move_player (object *op, int dir)
2468{ 2198{
2469 int pick; 2199 int pick;
2470 2200
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2202 return 0;
2473 2203
2474 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2476 { 2206 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2208 return 0;
2479 } 2209 }
2480 2210
2481 /* peterm: added following line */ 2211 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2214
2485 op->facing = dir; 2215 op->facing = dir;
2486 2216
2487 if (op->hide) 2217 if (op->hide)
2488 do_hidden_move (op); 2218 do_hidden_move (op);
2499 2229
2500 /* 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
2501 * server can handle repeat firing. 2231 * server can handle repeat firing.
2502 */ 2232 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2234 op->direction = dir;
2506 }
2507 else 2235 else
2508 {
2509 op->direction = 0; 2236 op->direction = 0;
2510 } 2237
2511 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2240 * for players.
2514 */ 2241 */
2515 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2524 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2525 */ 2252 */
2526int 2253int
2527handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2528{ 2255{
2529 if (op->contr->hidden)
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 }
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2550 { 2257 {
2551 flee_player (op); 2258 flee_player (op);
2259
2552 /* 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 */
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2554 { 2262 {
2555 op->speed_left--; 2263 --op->speed_left;
2556 return 0; 2264 return 0;
2557 } 2265 }
2558 } 2266 }
2559
2560 /* I've been seeing crashes where the golem has been destroyed, but
2561 * the player object still points to the defunct golem. The code that
2562 * destroys the golem looks correct, and it doesn't always happen, so
2563 * put this in a a workaround to clean up the golem pointer.
2564 */
2565 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566 op->contr->ranges[range_golem] = 0;
2567 2267
2568 /* 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
2569 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2270 * called, so we recheck it here.
2571 */ 2271 */
2572 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2573 if (op->speed_left < 0)
2574 return 0; 2273 return 1;
2575 2274
2275 if (op->speed_left > 0.f)
2276 {
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2278 {
2578 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--; 2280 --op->speed_left;
2580 2281
2581 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2582 * 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
2583 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2584 */ 2285 */
2585 move_player (op, op->direction); 2286 move_player (op, op->direction);
2586 if (op->speed_left > 0) 2287
2587 return 1; 2288 return op->speed_left > 0.f;
2588 else 2289 }
2589 return 0;
2590 } 2290 }
2291
2591 return 0; 2292 return 0;
2592} 2293}
2593 2294
2594int 2295int
2595save_life (object *op) 2296save_life (object *op)
2596{ 2297{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2299 return 0;
2601 2300
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2303 {
2605 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);
2606 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));
2607 2306
2615 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2616 2315
2617 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2618 op->stats.food = 999; 2317 op->stats.food = 999;
2619 2318
2620 fix_player (op); 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 op->remove ();
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 tmp->destroy (); 2663 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2665 }
2956 2666
2957 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2669 {
2961 tmp->destroy (); 2670 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2672 }
2964 2673
2966 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2677 op->stats.food = 999;
2969 2678
2970 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2681 {
2974 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2683 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2687 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2691 }
2985 2692
2986 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2695 op->contr->braced = 0;
2993 2700
2994 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2995 2702
2996 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2997 { 2704 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
3007 } 2707 }
3008 else 2708 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
3018 } 2710
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2712
3021 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3022 x = op->x; 2714 x = op->x;
3023 y = op->y; 2715 y = op->y;
3024 map = op->map; 2716 map = op->map;
3025 2717
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2721 */
3033 2722
3034 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2725 * of death.
3037 */ 2726 */
3038#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3040 { 2729 {
3041 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2732 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2735 little bit harder. */
3047 /* GD */ 2736 /* GD */
3048 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2738 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2739 else
3054 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3055 num_stats_lose = 1; 2743 num_stats_lose = 1;
3056 } 2744
3057 lost_a_stat = 0; 2745 lost_a_stat = 0;
3058 2746
3059 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3060 { 2748 {
3061 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3062 2750
3063 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)
3064 { 2771 {
3065 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3066 * what he lost. 2773 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2774 }
3075 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3076 { 2777 {
3077 /* deplete a stat */ 2778 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3079 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3080 2781 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2782 {
3084 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3086 } 2785
3087 lose_this_stat = 1; 2786 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2792 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2793 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2795 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2796 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2797 else
3129 if (this_stat >= -50)
3130 { 2798 {
3131 change_attr_value (&(dep->stats), i, -1); 2799 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2804 }
3137 } 2805 }
3138 } 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 }
3139 } 2825 }
2826 }
2827 }
3140 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2829 if (!lost_a_stat)
3142 { 2830 {
3143 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3146 2834
3147 if (god && (strcmp (god, "none"))) 2835 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2837 else
3150 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.");
3151 } 2839 }
3152#else 2840#else
3153 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.");
3154#endif 2842#endif
3155 2843
3156 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2845 * exp loss on the stone.
3158 */ 2846 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2849 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2851 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf; 2853 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2856
3169 /**************************************/ 2857 /**************************************/
3170 /* */ 2858 /* */
3171 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3174 /* */ 2862 /* */
3175 /**************************************/ 2863 /**************************************/
3176 2864
3177 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2866 /* restore player */
3179 at = archetype::find ("poisoning"); 2867 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
3181 2869
3182 if (tmp) 2870 if (tmp)
3183 { 2871 {
3184 tmp->destroy (); 2872 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2874 }
3187 2875
3188 at = archetype::find ("confusion"); 2876 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2878 if (tmp)
3191 { 2879 {
3192 tmp->destroy (); 2880 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2882 }
3195 2883
3196 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3197 2885
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3201 op->stats.food = 900; 2889 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2893
3206 /* 2894 /*
3207 * 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
3208 * the player has any unpaid items. If so, remove them and put them back 2896 * and put them back in the map.
3209 * in the map. 2897 */
3210 */
3211
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3214 2899
3215 /****************************************/ 2900 /****************************************/
3216 /* */ 2901 /* */
3217 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3219 /* */ 2904 /* */
3220 /****************************************/ 2905 /****************************************/
3221 2906
3222 enter_player_savebed (op); 2907 enter_player_savebed (op);
3223 2908
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2909 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2910
3230 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2914 * on the space that might harm the player.
3234 */ 2915 */
3235 will_kill_again = 0; 2916 will_kill_again = 0;
3236 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)
3237 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3239 2920
3240 if (will_kill_again) 2921 if (will_kill_again)
3241 { 2922 {
3242 object *force; 2923 object *force;
3243 int at; 2924 int at;
3244 2925
3245 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2928 force->speed = 0.1f;
3248 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3249 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2933 force->resist[at] = 100;
3253 2934
3254 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3255 fix_player (op); 2936 op->update_stats ();
3256 2937
3257 } 2938 }
3258 2939
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2941}
3328
3329 2942
3330void 2943void
3331loot_object (object *op) 2944loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3334 2947
3335 if (op->container) 2948 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2949
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3341 { 2951 {
3342 next = tmp->below; 2952 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2953
2954 if (tmp->invisible)
3344 continue; 2955 continue;
2956
3345 tmp->remove (); 2957 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3347 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2962
3350 }
3351 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))))
3352 { 2964 {
3353 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3354 { 2966 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3356 tmp2->destroy (); 2968 tmp2->destroy ();
3367/* 2979/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3369 * 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
3370 * was changed. 2982 * was changed.
3371 */ 2983 */
3372
3373void 2984void
3374fix_weight (void) 2985fix_weight (void)
3375{ 2986{
3376 player *pl; 2987 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 2988 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 2990
3382 if (old == sum) 2991 if (old == sum)
3383 continue; 2992 continue;
3384 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3385 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);
3386 } 2995 }
3387} 2996}
3388 2997
3389void 2998void
3390fix_luck (void) 2999fix_luck (void)
3391{ 3000{
3392 player *pl; 3001 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3397} 3004}
3398
3399 3005
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3403 */ 3009 */
3404
3405void 3010void
3406cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3407{ 3012{
3408 object *skop, *spob; 3013 object *skop, *spob;
3409 3014
3443 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3444 { 3049 {
3445 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3447 } 3052 }
3053
3448 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3449} 3055}
3450 3056
3451int 3057int
3452is_true_undead (object *op) 3058is_true_undead (object *op)
3453{ 3059{
3454 object *tmp = NULL;
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3061 return 1;
3458 3062
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3063 return 0;
3465} 3064}
3466 3065
3467/* look at the surrounding terrain to determine 3066/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3067 * the hideability of this object. Positive levels
3524 3123
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3125
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3531 { 3129 {
3532 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!");
3533 make_visible (op); 3131 make_visible (op);
3534 return; 3132 return;
3535 } 3133 }
3536 else 3134 else
3537 num += 20; 3135 num += 20;
3538 } 3136
3539 num += op->map->difficulty; 3137 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3139 num -= hide;
3140
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3142 {
3544 make_visible (op); 3143 make_visible (op);
3545 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3546 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!");
3547 } 3146 }
3548 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 3149}
3553 3150
3554/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3555 3152
3556int 3153int
3583 if (mflags & P_OUT_OF_MAP) 3180 if (mflags & P_OUT_OF_MAP)
3584 continue; 3181 continue;
3585 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)))
3586 continue; 3183 continue;
3587 3184
3588 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)
3589 { 3186 {
3590 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))
3591 return 1; 3188 return 1;
3592 else if (tmp->type == PLAYER) 3189 else if (tmp->type == PLAYER)
3593 { 3190 {
3623 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3624 { 3221 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3223 return -1;
3627 } 3224 }
3225
3628 if (!pl || !op) 3226 if (!pl || !op)
3629 return 0; 3227 return 0;
3630 3228
3631 if (op->head)
3632 {
3633 op = op->head; 3229 op = op->head_ ();
3634 } 3230
3635 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3636 3232
3637 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3234 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3647 3243
3648 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3649 * 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
3650 * for any meaningful values. 3246 * for any meaningful values.
3651 */ 3247 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !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)])
3655 return 1; 3251 return 1;
3656 op = op->more; 3252 op = op->more;
3657 } 3253 }
3658 return 0; 3254 return 0;
3659} 3255}
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3353 int i = 0, j = 0;
3758 3354
3759 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3762 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3764 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3766 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3768 3364
3769 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3770 return; 3366 return;
3771 3367
3772 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++);
3773 3369
3774 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3775 { 3371 {
3776 /* 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]); */
3777 return; 3373 return;
3778 } 3374 }
3779 3375
3845 { 3441 {
3846 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3443 object *skin;
3848 3444
3849 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 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
3851 if (skin == NULL) 3450 if (!skin)
3852 return; 3451 return;
3853 3452
3854 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3455 {
3901 * not readied. 3500 * not readied.
3902 */ 3501 */
3903void 3502void
3904player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3905{ 3504{
3906 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3907 3507
3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3909 { 3509 pl->combat_ob = 0;
3510
3910 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3911 { 3512 pl->ranged_ob = 0;
3912 pl->ranges[i] = NULL;
3913 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none;
3916 }
3917 }
3918 }
3919} 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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