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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 37
77void 38void
78display_motd (const object *op) 39display_motd (const object *op)
79{ 40{
80 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
83 int comp; 44 int comp;
84 int size; 45 int size;
85 46
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 49 return;
90 } 50
91 motd[0] = '\0'; 51 motd[0] = '\0';
92 size = 0; 52 size = 0;
53
93 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
94 { 55 {
95 if (*buf == '#') 56 if (*buf == '#')
96 continue; 57 continue;
58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 60 size += strlen (buf);
99 } 61 }
62
100 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);
101 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
102} 65}
103 66
104void 67void
110 int comp; 73 int comp;
111 int size; 74 int size;
112 75
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 78 return;
117 } 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
82
120 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
121 { 84 {
122 if (*buf == '#') 85 if (*buf == '#')
123 continue; 86 continue;
87
124 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
125 { 89 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 91 break;
128 } 92 }
93
129 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 95 size += strlen (buf);
131 } 96 }
97
132 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);
133 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
134} 100}
135 101
136void 102void
144 int size; 110 int size;
145 111
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 114 return;
115
149 news[0] = '\0'; 116 news[0] = '\0';
150 subject[0] = '\0'; 117 subject[0] = '\0';
151 size = 0; 118 size = 0;
119
152 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
153 { 121 {
154 if (*buf == '#') 122 if (*buf == '#')
155 continue; 123 continue;
124
156 if (*buf == '%') 125 if (*buf == '%')
157 { /* send one news */ 126 { /* send one news */
158 if (size > 0) 127 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
161 strip_endline (subject); 131 strip_endline (subject);
162 size = 0; 132 size = 0;
163 news[0] = '\0'; 133 news[0] = '\0';
164 } 134 }
173 size += strlen (buf); 143 size += strlen (buf);
174 } 144 }
175 } 145 }
176 146
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 150}
285 151
286/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
287static void 153static void
288set_first_map (object *op) 154set_first_map (object *op)
289{ 155{
290 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
291 op->x = -1; 157 op->x = -1;
292 op->y = -1; 158 op->y = -1;
293 enter_exit (op, NULL);
294} 159}
295 160
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
296/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 371 * mode.
299 */ 372 */
300 373player *
301int 374player::create ()
302add_player (client_socket *ns)
303{ 375{
304 player *p = new player; 376 player *pl = new player;
305 377
306 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 379
309 p->next = first_player; 380 pl->ob->roll_stats ();
310 first_player = p; 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
311 383
312 p = get_player (p);
313
314 set_first_map (p->ob); 384 set_first_map (pl->ob);
315 385
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 386 return pl;
324} 387}
325 388
326/* 389/*
327 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
337 { 400 {
338 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
339 at = first_archetype; 402 at = first_archetype;
340 else 403 else
341 at = at->next; 404 at = at->next;
405
342 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
343 return at; 407 return at;
408
344 if (at == start) 409 if (at == start)
345 { 410 {
346 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 412 exit (-1);
348 } 413 }
349 } 414 }
350} 415}
351 416
352
353object * 417object *
354get_nearest_player (object *mon) 418get_nearest_player (object *mon)
355{ 419{
356 object *op = NULL; 420 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 421 objectlink *ol;
359 unsigned lastdist; 422 unsigned lastdist;
360 rv_vector rv; 423 rv_vector rv;
361 424
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 426 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 434 object *tmp = ol->ob;
372 435
373 /* 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
374 * itself will have been cleared. 437 * itself will have been cleared.
375 */ 438 */
376 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 ());
377 ol = ol->next; 441 ol = ol->next;
378 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
379 if (!ol) 443 if (!ol)
380 return op; 444 return op;
381 } 445 }
394 { 458 {
395 op = ol->ob; 459 op = ol->ob;
396 lastdist = rv.distance; 460 lastdist = rv.distance;
397 } 461 }
398 } 462 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 463
400 { 464 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
405 { 467 {
406 op = pl->ob; 468 op = pl->ob;
407 lastdist = rv.distance; 469 lastdist = rv.distance;
408 } 470 }
409 } 471
410 }
411#if 0 472#if 0
412 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)");
413#endif 474#endif
414 return op; 475 return op;
415} 476}
433 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 496 * is probably not a good thing.
436 */ 497 */
437#define MAX_SPACES 50 498#define MAX_SPACES 50
438
439 499
440/* 500/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
474 x = mon->x; 534 x = mon->x;
475 y = mon->y; 535 y = mon->y;
476 m = mon->map; 536 m = mon->map;
477 dir = rv.direction; 537 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 542 if (diff > max)
482 return 0; 543 return 0;
544
483 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
484 { 546 {
485 lastx = x; 547 lastx = x;
486 lasty = y; 548 lasty = y;
487 lastmap = m; 549 lastmap = m;
569 max--; 631 max--;
570 lastdir = dir; 632 lastdir = dir;
571 if (!firstdir) 633 if (!firstdir)
572 firstdir = dir; 634 firstdir = dir;
573 } 635 }
636
574 if (diff <= 1) 637 if (diff <= 1)
575 { 638 {
576 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 640 * headed toward player for entire distance.
578 */ 641 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 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));
581 } 644 }
645
582 if (diff > max) 646 if (diff > max)
583 return 0; 647 return 0;
584 } 648 }
649
585 /* 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 */
586 if (!max) 651 if (!max)
587 return 0; 652 return 0;
588 653
589 return firstdir; 654 return firstdir;
682 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
683 link_player_skills (pl); 748 link_player_skills (pl);
684} 749}
685 750
686void 751void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
771{ 753{
772 if (party == NULL) 754 if (party == NULL)
773 { 755 {
774 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);
775 return; 757 return;
776 } 758 }
759
777 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
780 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:");
781} 764}
782
783 765
784/* 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. */
785int 767static int
786roll_stat (void) 768roll_stat (void)
787{ 769{
788 int a[4], i, j, k; 770 int a[4], i, j, k;
789 771
790 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
792 774
793 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 776 if (a[i] < k)
795 k = a[i], j = i; 777 k = a[i], j = i;
796 778
797 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 780 if (i != j)
800 k += a[i]; 781 k += a[i];
801 } 782
802 return k; 783 return k;
803} 784}
804 785
805void 786void
806roll_stats (object *op) 787object::roll_stats ()
807{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
808 int sum = 0; 793 int sum = 0;
809 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
811 796
812 do 797 if (sum >= 82 && sum <= 116)
798 break;
813 { 799 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 800
825 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 803
834 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
835 do 805 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 806
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 807 stats.exp = 0;
870 op->stats.ac = 0; 808 stats.ac = 0;
871 809
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
881} 822}
882 823
883void 824void
884Roll_Again (object *op) 825object::swap_stats (int a, int b)
885{ 826{
886 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 828
891void 829 for (int i = 0; i < NUM_STATS; ++i)
892Swap_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)
893{ 856{
894 signed char tmp;
895 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
896 858
897 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 863}
1012 864
1013/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1017 * not the class. 869 * not the class.
1018 */ 870 */
1019 871void
1020int 872player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 873{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 876
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 878 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1041 880
1042 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1044 883
1045 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1046 885
1047 if (op->msg) 886 if (ob->msg)
1048 op->msg = NULL; 887 ob->msg = 0;
1049 888
1050 /* 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
1051 * to save here. 890 * to save here.
1052 */ 891 */
892 {
893 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1055 897
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 898 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 901 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1064 fix_player (op); 903 ob->update_stats ();
1065 904
1066 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1067 * is one for this race 906 * is one for this race
1068 */ 907 */
1069 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1070 { 909 {
1071 object *tmp; 910 object *tmp;
1072 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1073 912
1074 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);
1075 tmp = object::create (); 914 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1079 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;
1080 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1081 * default initial map */ 920 * default initial map */
1082 tmp->destroy (); 921 tmp->destroy ();
1083 } 922 }
1084 else 923 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 925}
1088 return 0;
1089 }
1090 926
927void
928player::chargen_race_next ()
929{
1091 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1093 */ 932 */
1094 933
1095 tmp_loop = 0; 934 do
1096 while (!tmp_loop)
1097 { 935 {
1098 shstr name = op->name; 936 shstr name = ob->name;
1099 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1100 938
1101 remove_statbonus (op); 939 ob->remove_statbonus ();
1102 op->remove (); 940 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
1105 op->instantiate (); 943 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1108 op->x = x; 946 ob->x = x;
1109 op->y = y; 947 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1113 add_statbonus (op); 951 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 952 }
953 while (!allowed_class (ob));
1116 954
1117 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 957 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 960 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 961}
1179 962
1180void 963void
1181flee_player (object *op) 964flee_player (object *op)
1182{ 965{
1212 { 995 {
1213 op->enemy = NULL; 996 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 998 return;
1216 } 999 }
1000
1217 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1218 1002
1219 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1221 { 1005 {
1222 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1223 1007
1224 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)))
1225 {
1226 return; 1009 return;
1227 }
1228 } 1010 }
1011
1229 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1014 op->enemy = NULL;
1232} 1015}
1233 1016
1234
1235/* 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.
1236 * 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
1237 * stop. 1019 * stop.
1238 */ 1020 */
1239int 1021int
1240check_pick (object *op) 1022check_pick (object *op)
1241{ 1023{
1242 object *tmp, *next; 1024 object *tmp, *next;
1243 int stop = 0; 1025 int stop = 0;
1244 int j, k, wvratio; 1026 int wvratio;
1245 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1246 1028
1247 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1249 return 1; 1031 return 1;
1250 1032
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1103 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1108 }
1109
1355 /* philosophy: 1110 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1115 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1614 * found object is returned. 1369 * found object is returned.
1615 */ 1370 */
1616object * 1371object *
1617find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1618{ 1373{
1619 object *tmp = NULL; 1374 object *tmp = 0;
1620 1375
1621 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1622 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))
1623 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1625 return op; 1380 return op;
1381
1626 return tmp; 1382 return tmp;
1627} 1383}
1628 1384
1629/* 1385/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1390 */
1635
1636object * 1391object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1393{
1639 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1706 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1462 * op = the shooter
1708 * type = bow->race 1463 * type = bow->race
1709 * dir = fire direction 1464 * dir = fire direction
1710 */ 1465 */
1711
1712object * 1466object *
1713pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1714{ 1468{
1715 object *tmp = NULL; 1469 object *tmp = NULL;
1716 maptile *m; 1470 maptile *m;
1781 */ 1535 */
1782int 1536int
1783fire_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)
1784{ 1538{
1785 object *left, *bow; 1539 object *left, *bow;
1786 int bowspeed, mflags; 1540 int mflags;
1787 maptile *m; 1541 maptile *m;
1788 1542
1789 if (!dir) 1543 if (!dir)
1790 { 1544 {
1791 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!");
1792 return 0; 1546 return 0;
1793 } 1547 }
1794 if (op->type == PLAYER) 1548
1795 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 }
1796 else 1555 else
1797 { 1556 {
1798 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1799 /* 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
1800 * 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.
1805 if (!bow) 1564 if (!bow)
1806 { 1565 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1567 return 0;
1809 } 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
1810 } 1577 }
1578
1811 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1812 { 1580 {
1813 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);
1814 return 0; 1582 return 0;
1815 } 1583 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1584
1825 if (arrow == NULL) 1585 if (arrow == NULL)
1826 { 1586 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1588 {
1829 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1830 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);
1831 /* 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 */
1832 else 1592 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1834 return 0; 1595 return 0;
1835 } 1596 }
1836 } 1597 }
1598
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1601 return 0;
1841 } 1602
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1604 {
1844 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.");
1845 return 0; 1606 return 0;
1846 } 1607 }
1852 return 0; 1613 return 0;
1853 } 1614 }
1854 1615
1855 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1618 if (!arrow)
1858 { 1619 {
1859 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);
1860 return 0; 1621 return 0;
1861 } 1622 }
1623
1862 arrow->set_owner (op); 1624 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1626 arrow->direction = dir;
1866 arrow->x = sx; 1627
1867 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;
1868 1661
1869 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1870 { 1663 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 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;
1904 } 1671 }
1905 else 1672 else
1906 { 1673 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1674 arrow->level = op->level;
1909 } 1675 arrow->stats.wc -= bow->magic;
1910 1676
1911 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1912 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1913 1682
1914 if (bow->slaying != NULL) 1683 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1685
1917 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1689
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1923 1692
1924 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1694 move_arrow (arrow);
1926 1695
1927 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1947{ 1716{
1948 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1949 1718
1950 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1951 { 1720 {
1952 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);
1953 } 1722 }
1954 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)
1955 { 1724 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1726 wcmod = -1;
1727
1958 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);
1959 } 1729 }
1960 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1961 { 1731 {
1962 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);
1966 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1737 {
1968 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);
1969 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);
1970 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);
1971
1972 } 1741 }
1973 else 1742 else
1974 { 1743 {
1975 /* Simple case */ 1744 /* Simple case */
1976 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);
1977 } 1746 }
1747
1978 return ret; 1748 return ret;
1979} 1749}
1980 1750
1981 1751
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1984 */ 1754 */
1985void 1755void
1986fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1987{ 1757{
1988 object *item; 1758 object *item = op->contr->ranged_ob;
1989 1759
1990 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1991 { 1761 {
1992 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.");
1993 return; 1763 return;
1994 } 1764 }
1995 1765
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1766 if (!item->inv)
1998 { 1767 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1769 return;
2001 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2002 if (item->type == WAND) 1775 if (item->type == WAND)
2003 { 1776 {
2004 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2005 { 1778 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2007 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
2008 return; 1782 return;
2009 } 1783 }
2010 } 1784 }
2011 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2012 { 1786 {
2013 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))
2014 { 1788 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2016 if (item->type == ROD) 1791 if (item->type == ROD)
2017 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));
2018 else 1793 else
2019 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
2020 return; 1796 return;
2021 } 1797 }
2022 } 1798 }
2023 1799
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2032 1808
2033 if (item->arch) 1809 if (item->arch)
2034 { 1810 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2037 item->speed = 0; 1813 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1814 }
1815
2040 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1818 }
2043 } 1819 }
2044 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1821 drain_rod_charge (item);
2047 }
2048 } 1822 }
2049} 1823}
2050 1824
2051/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2052 */ 1826 */
2057 1831
2058 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2060 make_visible (op); 1834 make_visible (op);
2061 1835
2062 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2063 { 1839 {
2064 case range_none: 1840 control_golem (op->contr->golem, dir);
2065 return; 1841 return;
1842 }
2066 1843
2067 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2068 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2069 return; 1853 break;
2070 1854
2071 case range_magic: /* Casting spells */ 1855 case SPELL:
2072 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);
2073 return; 1857 break;
2074 1858
2075 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:
2076 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2077 return; 1870 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1871 }
2105} 1872}
2106
2107
2108 1873
2109/* find_key 1874/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1879 * pl is the player,
2115 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2118 */ 1883 */
2119
2120object * 1884object *
2121find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2122{ 1886{
2123 object *tmp, *key; 1887 object *tmp, *key;
2124 1888
2125 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1890 if (!container->inv)
2127 return NULL; 1891 return 0;
2128 1892
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1895 {
2132 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1897 break;
2134 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2136 */ 1900 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1902 break;
2139 } 1903 }
1904
2140 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1908 * a key, return
2144 */ 1909 */
2145 if (!tmp) 1910 if (!tmp)
2146 { 1911 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1913 {
2149 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1916 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2153 return key; 1918 return key;
2154 } 1919 }
2155 } 1920 }
1921
2156 if (!tmp) 1922 if (!tmp)
2157 return NULL; 1923 return NULL;
2158 } 1924 }
1925
2159 /* 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,
2160 * see if we actually want to use it 1927 * see if we actually want to use it
2161 */ 1928 */
2162 if (pl != container) 1929 if (pl != container)
2163 { 1930 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "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));
2186 return NULL; 1953 return NULL;
2187 } 1954 }
2188 } 1955 }
1956
2189 return tmp; 1957 return tmp;
2190} 1958}
2191 1959
2192/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1963 * 0 otherwise
2196 */ 1964 */
2197static int 1965static int
2198player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2199{ 1967{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2204 */ 1971 */
2205 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2208 if (key) 1975 if (key)
2209 { 1976 {
2210 object *container = key->env; 1977 object *container = key->env;
2211 1978
2212 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
2213 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2214 make_visible (op); 1982 make_visible (op);
1983
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2217 if (door->type == DOOR) 1987 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2222 { 1990 {
2223 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));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1993 }
1994
2226 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2229 if (container != op) 1998 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2231 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2232 } 2002 }
2233 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2234 { 2004 {
2235 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 2007 return 1;
2238 } 2008 }
2009
2239 return 0; 2010 return 0;
2240} 2011}
2241 2012
2242/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2015 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2016 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2017 * going to try and move (not fire weapons).
2247 */ 2018 */
2248
2249void 2019void
2250move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2251{ 2021{
2252 object *tmp, *mon; 2022 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 2023 int on_battleground;
2255 maptile *m; 2024 maptile *m;
2256 2025
2257 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2259 2028
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2261 2030
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2270 */ 2039 */
2271 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))
2272 { 2041 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2043 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2276 if (!m) 2045 if (!m)
2277 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2278 } 2047 }
2279 else 2048 else
2280 m = op->map; 2049 m = op->map;
2281 2050
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2052 return;
2286 }
2287 2053
2288 mon = NULL; 2054 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2058 * on the space
2293 */ 2059 */
2294 while (tmp != NULL) 2060 while (tmp)
2295 { 2061 {
2296 if (tmp == op) 2062 if (tmp == op)
2297 { 2063 {
2298 tmp = tmp->above; 2064 tmp = tmp->above;
2299 continue; 2065 continue;
2309 mon = tmp; 2075 mon = tmp;
2310 2076
2311 tmp = tmp->above; 2077 tmp = tmp->above;
2312 } 2078 }
2313 2079
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2081 return; /* into a wall */
2316 2082
2317 if (mon->head != NULL) 2083 if (mon->head)
2318 mon = mon->head; 2084 mon = mon->head;
2319 2085
2320 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))
2321 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2322 return; 2088 return;
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2111 {
2346 /* 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 */
2347 if (op->contr->braced) 2113 if (op->contr->braced)
2348 return; 2114 return;
2115
2349 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);
2350 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2119 make_visible (op);
2120
2353 return; 2121 return;
2354 } 2122 }
2355 2123
2356 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2359 * attack them either. 2127 * attack them either.
2360 */ 2128 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (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)) && (
2363#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful 2132 (op->contr->peaceful
2365 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2366 && mon->contr-> 2134 && mon->contr->
2367 peaceful)) && 2135 peaceful)) &&
2368#else 2136#else
2369 op->contr->peaceful && 2137 op->contr->peaceful &&
2370#endif 2138#endif
2371 !on_battleground)) 2139 !on_battleground))
2372 { 2140 {
2373 if (!op->contr->braced) 2141 if (!op->contr->braced)
2374 { 2142 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2377 } 2145 }
2378 else 2146 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2148
2382 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2150 make_visible (op);
2384 } 2151 }
2385 2152
2386 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2397 * 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
2398 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2168 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2171 {
2406
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2413 {
2414 op->speed_left += op->speed / op->contr->weapon_sp;
2415 2173
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2420 2175
2421 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2179 * the wiz.
2426 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))
2427 { 2182 {
2428 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2429 2184
2430 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2433 } 2188 }
2189
2434 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2435 make_visible (op); 2191 make_visible (op);
2436 } 2192 }
2437 } /* if player should attack something */ 2193 } /* if player should attack something */
2438} 2194}
2440int 2196int
2441move_player (object *op, int dir) 2197move_player (object *op, int dir)
2442{ 2198{
2443 int pick; 2199 int pick;
2444 2200
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2202 return 0;
2447 2203
2448 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2450 { 2206 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2208 return 0;
2453 } 2209 }
2454 2210
2455 /* peterm: added following line */ 2211 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2214
2459 op->facing = dir; 2215 op->facing = dir;
2460 2216
2461 if (op->hide) 2217 if (op->hide)
2462 do_hidden_move (op); 2218 do_hidden_move (op);
2473 2229
2474 /* 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
2475 * server can handle repeat firing. 2231 * server can handle repeat firing.
2476 */ 2232 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2234 op->direction = dir;
2480 }
2481 else 2235 else
2482 {
2483 op->direction = 0; 2236 op->direction = 0;
2484 } 2237
2485 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2240 * for players.
2488 */ 2241 */
2489 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2498 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2499 */ 2252 */
2500int 2253int
2501handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2502{ 2255{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2257 {
2525 flee_player (op); 2258 flee_player (op);
2259
2526 /* 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 */
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2528 { 2262 {
2529 op->speed_left--; 2263 --op->speed_left;
2530 return 0; 2264 return 0;
2531 } 2265 }
2532 } 2266 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2267
2542 /* 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
2543 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2270 * called, so we recheck it here.
2545 */ 2271 */
2546 HandleClient (op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2273 return 1;
2549 2274
2275 if (op->speed_left > 0.f)
2276 {
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2278 {
2552 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2280 --op->speed_left;
2554 2281
2555 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2558 */ 2285 */
2559 move_player (op, op->direction); 2286 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2287
2561 return 1; 2288 return op->speed_left > 0.f;
2562 else 2289 }
2563 return 0;
2564 } 2290 }
2291
2565 return 0; 2292 return 0;
2566} 2293}
2567 2294
2568int 2295int
2569save_life (object *op) 2296save_life (object *op)
2570{ 2297{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2299 return 0;
2575 2300
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2303 {
2579 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);
2580 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));
2581 2306
2589 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2590 2315
2591 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2592 op->stats.food = 999; 2317 op->stats.food = 999;
2593 2318
2594 fix_player (op); 2319 op->update_stats ();
2595 return 1; 2320 return 1;
2596 } 2321 }
2322
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2325 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2326 return 0;
2601} 2327}
2606 * from. 2332 * from.
2607 */ 2333 */
2608void 2334void
2609remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2610{ 2336{
2611 object *next;
2612
2613 while (op) 2337 while (op)
2614 { 2338 {
2615 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' */
2616 * we remove object 'op' 2340
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2342 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2626 } 2347 }
2627 else if (op->inv) 2348 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2350
2629 op = next; 2351 op = next;
2630 } 2352 }
2631} 2353}
2632
2633 2354
2634/* 2355/*
2635 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2369 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2372 else
2652 sprintf (buf, "%s\n", &op->name); 2373 sprintf (buf, "%s\n", &op->name);
2374
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2376 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2656 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);
2657 else 2379 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2383 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2662 { 2385 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2388 strcat (buf2, buf);
2666 } 2389 }
2390
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2393 strcat (buf2, buf);
2394
2670 return buf2; 2395 return buf2;
2671} 2396}
2672
2673
2674 2397
2675void 2398void
2676do_some_living (object *op) 2399do_some_living (object *op)
2677{ 2400{
2678 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2407 int rate_grace = 2000;
2685 const int max_hp = 1; 2408 const int max_hp = 1;
2686 const int max_sp = 1; 2409 const int max_sp = 1;
2687 const int max_grace = 1; 2410 const int max_grace = 1;
2688 2411
2689 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 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 }
2695 2430
2696 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2697 { 2432 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2437 else
2704 { 2438 {
2705 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2441 }
2442
2708 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2445 else
2711 { 2446 {
2712 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2449 }
2450
2715 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2453 else
2718 { 2454 {
2719 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2457 }
2722 2458
2723 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2725 { 2461 {
2726 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);
2727 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2728 { 2464 {
2729 op->stats.sp++; 2465 op->stats.sp++;
2735 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2473 op->stats.food = last_food;
2738 } 2474 }
2739 } 2475 }
2476
2740 if (max_sp > 1) 2477 if (max_sp > 1)
2741 { 2478 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2480 if (over_sp > 0)
2744 { 2481 {
2745 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2746 { 2483 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2748 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))
2749 op->stats.sp--; 2487 op->stats.sp--;
2488
2750 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2752 } 2491 }
2753 op->last_sp = 0; 2492 op->last_sp = 0;
2754 } 2493 }
2755 else 2494 else
2756 {
2757 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);
2758 }
2759 } 2496 }
2760 else 2497 else
2761 {
2762 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);
2763 }
2764 } 2499 }
2765 2500
2766 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2769 { 2504 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2772 if (max_grace > 1) 2508 if (max_grace > 1)
2773 { 2509 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2511 if (over_grace > 0)
2776 { 2512 {
2804 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2542 op->stats.food = last_food;
2807 } 2543 }
2808 } 2544 }
2545
2809 if (max_hp > 1) 2546 if (max_hp > 1)
2810 { 2547 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2549 if (over_hp > 0)
2813 { 2550 {
2837 2574
2838 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2577 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2842 /* dms do not consume food */ 2580 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2582 op->stats.food--;
2845 } 2583 }
2846 }
2847 2584
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2586 {
2850 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2851 2588
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2590 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2857 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2598 break;
2862 } 2599 }
2863 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2864 flesh = tmp; 2601 flesh = tmp;
2865 } /* End if paid for object */ 2602 } /* End if paid for object */
2866 } /* end of for loop */ 2603 } /* end of for loop */
2604
2867 /* 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
2868 * eat flesh instead. 2606 * eat flesh instead.
2869 */ 2607 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2609 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2874 } 2612 }
2875 } /* end if player is starving */ 2613 }
2876 2614
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2879 2617
2880 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))
2881 kill_player (op); 2619 kill_player (op);
2620 }
2882} 2621}
2883
2884
2885 2622
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2625 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2626 * file.
2919 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!");
2920 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...");
2921 2658
2922 /* restore player */ 2659 /* restore player */
2923 at = archetype::find ("poisoning"); 2660 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2662 {
2927 tmp->destroy (); 2663 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2665 }
2930 2666
2931 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2669 {
2935 tmp->destroy (); 2670 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2672 }
2938 2673
2940 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2677 op->stats.food = 999;
2943 2678
2944 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2681 {
2948 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2683 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2687 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2691 }
2959 2692
2960 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2695 op->contr->braced = 0;
2967 2700
2968 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2969 2702
2970 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2971 { 2704 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
2981 } 2707 }
2982 else 2708 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
2992 } 2710
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2712
2995 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
2996 x = op->x; 2714 x = op->x;
2997 y = op->y; 2715 y = op->y;
2998 map = op->map; 2716 map = op->map;
2999 2717
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2721 */
3007 2722
3008 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2725 * of death.
3011 */ 2726 */
3012#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3014 { 2729 {
3015 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2732 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2735 little bit harder. */
3021 /* GD */ 2736 /* GD */
3022 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2738 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2739 else
3028 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3029 num_stats_lose = 1; 2743 num_stats_lose = 1;
3030 } 2744
3031 lost_a_stat = 0; 2745 lost_a_stat = 0;
3032 2746
3033 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3034 { 2748 {
3035 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3036 2750
3037 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)
3038 { 2771 {
3039 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3040 * what he lost. 2773 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2774 }
3049 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3050 { 2777 {
3051 /* deplete a stat */ 2778 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3053 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3054 2781 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2782 {
3058 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3060 } 2785
3061 lose_this_stat = 1; 2786 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2792 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2793 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2795 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2796 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2797 else
3103 if (this_stat >= -50)
3104 { 2798 {
3105 change_attr_value (&(dep->stats), i, -1); 2799 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2804 }
3111 } 2805 }
3112 } 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 }
3113 } 2825 }
2826 }
2827 }
3114 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2829 if (!lost_a_stat)
3116 { 2830 {
3117 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3120 2834
3121 if (god && (strcmp (god, "none"))) 2835 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2837 else
3124 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.");
3125 } 2839 }
3126#else 2840#else
3127 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.");
3128#endif 2842#endif
3129 2843
3130 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2845 * exp loss on the stone.
3132 */ 2846 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2849 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2851 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2853 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2856
3143 /**************************************/ 2857 /**************************************/
3144 /* */ 2858 /* */
3145 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3148 /* */ 2862 /* */
3149 /**************************************/ 2863 /**************************************/
3150 2864
3151 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2866 /* restore player */
3153 at = archetype::find ("poisoning"); 2867 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
3155 2869
3156 if (tmp) 2870 if (tmp)
3157 { 2871 {
3158 tmp->destroy (); 2872 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2874 }
3161 2875
3162 at = archetype::find ("confusion"); 2876 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2878 if (tmp)
3165 { 2879 {
3166 tmp->destroy (); 2880 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2882 }
3169 2883
3170 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3171 2885
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3175 op->stats.food = 900; 2889 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2893
3180 /* 2894 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2896 * and put them back in the map.
3183 * in the map. 2897 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3188 2899
3189 /****************************************/ 2900 /****************************************/
3190 /* */ 2901 /* */
3191 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3193 /* */ 2904 /* */
3194 /****************************************/ 2905 /****************************************/
3195 2906
3196 enter_player_savebed (op); 2907 enter_player_savebed (op);
3197 2908
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2909 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2910
3204 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2914 * on the space that might harm the player.
3208 */ 2915 */
3209 will_kill_again = 0; 2916 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3213 2920
3214 if (will_kill_again) 2921 if (will_kill_again)
3215 { 2922 {
3216 object *force; 2923 object *force;
3217 int at; 2924 int at;
3218 2925
3219 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2928 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2933 force->resist[at] = 100;
3227 2934
3228 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3229 fix_player (op); 2936 op->update_stats ();
3230 2937
3231 } 2938 }
3232 2939
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2941}
3302
3303 2942
3304void 2943void
3305loot_object (object *op) 2944loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3308 2947
3309 if (op->container) 2948 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2949
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3315 { 2951 {
3316 next = tmp->below; 2952 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2953
2954 if (tmp->invisible)
3318 continue; 2955 continue;
2956
3319 tmp->remove (); 2957 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3321 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2962
3324 }
3325 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))))
3326 { 2964 {
3327 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3328 { 2966 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2968 tmp2->destroy ();
3341/* 2979/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2982 * was changed.
3345 */ 2983 */
3346
3347void 2984void
3348fix_weight (void) 2985fix_weight (void)
3349{ 2986{
3350 player *pl; 2987 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2988 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2990
3356 if (old == sum) 2991 if (old == sum)
3357 continue; 2992 continue;
3358 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3359 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);
3360 } 2995 }
3361} 2996}
3362 2997
3363void 2998void
3364fix_luck (void) 2999fix_luck (void)
3365{ 3000{
3366 player *pl; 3001 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3371} 3004}
3372
3373 3005
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3377 */ 3009 */
3378
3379void 3010void
3380cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3381{ 3012{
3382 object *skop, *spob; 3013 object *skop, *spob;
3383 3014
3417 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3418 { 3049 {
3419 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3421 } 3052 }
3053
3422 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3423} 3055}
3424 3056
3425int 3057int
3426is_true_undead (object *op) 3058is_true_undead (object *op)
3427{ 3059{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3061 return 1;
3432 3062
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3063 return 0;
3439} 3064}
3440 3065
3441/* look at the surrounding terrain to determine 3066/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3067 * the hideability of this object. Positive levels
3498 3123
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3125
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3505 { 3129 {
3506 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!");
3507 make_visible (op); 3131 make_visible (op);
3508 return; 3132 return;
3509 } 3133 }
3510 else 3134 else
3511 num += 20; 3135 num += 20;
3512 } 3136
3513 num += op->map->difficulty; 3137 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3139 num -= hide;
3140
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3142 {
3518 make_visible (op); 3143 make_visible (op);
3519 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3520 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!");
3521 } 3146 }
3522 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3149}
3527 3150
3528/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3529 3152
3530int 3153int
3557 if (mflags & P_OUT_OF_MAP) 3180 if (mflags & P_OUT_OF_MAP)
3558 continue; 3181 continue;
3559 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)))
3560 continue; 3183 continue;
3561 3184
3562 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)
3563 { 3186 {
3564 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))
3565 return 1; 3188 return 1;
3566 else if (tmp->type == PLAYER) 3189 else if (tmp->type == PLAYER)
3567 { 3190 {
3597 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3598 { 3221 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3223 return -1;
3601 } 3224 }
3225
3602 if (!pl || !op) 3226 if (!pl || !op)
3603 return 0; 3227 return 0;
3604 3228
3605 if (op->head)
3606 {
3607 op = op->head; 3229 op = op->head_ ();
3608 } 3230
3609 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3610 3232
3611 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3234 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3621 3243
3622 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3246 * for any meaningful values.
3625 */ 3247 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3251 return 1;
3630 op = op->more; 3252 op = op->more;
3631 } 3253 }
3632 return 0; 3254 return 0;
3633} 3255}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3353 int i = 0, j = 0;
3732 3354
3733 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3742 3364
3743 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3744 return; 3366 return;
3745 3367
3746 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++);
3747 3369
3748 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3749 { 3371 {
3750 /* 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]); */
3751 return; 3373 return;
3752 } 3374 }
3753 3375
3819 { 3441 {
3820 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3443 object *skin;
3822 3444
3823 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 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
3825 if (skin == NULL) 3450 if (!skin)
3826 return; 3451 return;
3827 3452
3828 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3455 {
3875 * not readied. 3500 * not readied.
3876 */ 3501 */
3877void 3502void
3878player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3879{ 3504{
3880 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3881 3507
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3883 { 3509 pl->combat_ob = 0;
3510
3884 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3885 { 3512 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 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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