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Comparing deliantra/server/server/player.C (file contents):
Revision 1.39 by root, Thu Dec 14 14:23:09 2006 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#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
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 150}
289 151
290/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
291static void 153static void
292set_first_map (object *op) 154set_first_map (object *op)
293{ 155{
294 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
295 op->x = -1; 157 op->x = -1;
296 op->y = -1; 158 op->y = -1;
297 enter_exit (op, NULL);
298} 159}
299 160
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
300/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
301 * 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
302 * mode. 371 * mode.
303 */ 372 */
304 373player *
305int 374player::create ()
306add_player (client_socket *ns)
307{ 375{
308 player *p = new player; 376 player *pl = new player;
309 377
310 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 379
313 p->next = first_player; 380 pl->ob->roll_stats ();
314 first_player = p; 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
315 383
316 p = get_player (p);
317
318 set_first_map (p->ob); 384 set_first_map (pl->ob);
319 385
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 386 return pl;
328} 387}
329 388
330/* 389/*
331 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
341 { 400 {
342 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
343 at = first_archetype; 402 at = first_archetype;
344 else 403 else
345 at = at->next; 404 at = at->next;
405
346 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
347 return at; 407 return at;
408
348 if (at == start) 409 if (at == start)
349 { 410 {
350 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 412 exit (-1);
352 } 413 }
353 } 414 }
354} 415}
355 416
356
357object * 417object *
358get_nearest_player (object *mon) 418get_nearest_player (object *mon)
359{ 419{
360 object *op = NULL; 420 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 421 objectlink *ol;
363 unsigned lastdist; 422 unsigned lastdist;
364 rv_vector rv; 423 rv_vector rv;
365 424
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 426 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 434 object *tmp = ol->ob;
376 435
377 /* 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
378 * itself will have been cleared. 437 * itself will have been cleared.
379 */ 438 */
380 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 ());
381 ol = ol->next; 441 ol = ol->next;
382 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
383 if (!ol) 443 if (!ol)
384 return op; 444 return op;
385 } 445 }
398 { 458 {
399 op = ol->ob; 459 op = ol->ob;
400 lastdist = rv.distance; 460 lastdist = rv.distance;
401 } 461 }
402 } 462 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 463
404 { 464 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
409 { 467 {
410 op = pl->ob; 468 op = pl->ob;
411 lastdist = rv.distance; 469 lastdist = rv.distance;
412 } 470 }
413 } 471
414 }
415#if 0 472#if 0
416 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)");
417#endif 474#endif
418 return op; 475 return op;
419} 476}
437 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 496 * is probably not a good thing.
440 */ 497 */
441#define MAX_SPACES 50 498#define MAX_SPACES 50
442
443 499
444/* 500/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
478 x = mon->x; 534 x = mon->x;
479 y = mon->y; 535 y = mon->y;
480 m = mon->map; 536 m = mon->map;
481 dir = rv.direction; 537 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 542 if (diff > max)
486 return 0; 543 return 0;
544
487 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
488 { 546 {
489 lastx = x; 547 lastx = x;
490 lasty = y; 548 lasty = y;
491 lastmap = m; 549 lastmap = m;
573 max--; 631 max--;
574 lastdir = dir; 632 lastdir = dir;
575 if (!firstdir) 633 if (!firstdir)
576 firstdir = dir; 634 firstdir = dir;
577 } 635 }
636
578 if (diff <= 1) 637 if (diff <= 1)
579 { 638 {
580 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 640 * headed toward player for entire distance.
582 */ 641 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 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));
585 } 644 }
645
586 if (diff > max) 646 if (diff > max)
587 return 0; 647 return 0;
588 } 648 }
649
589 /* 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 */
590 if (!max) 651 if (!max)
591 return 0; 652 return 0;
592 653
593 return firstdir; 654 return firstdir;
686 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
687 link_player_skills (pl); 748 link_player_skills (pl);
688} 749}
689 750
690void 751void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
775{ 753{
776 if (party == NULL) 754 if (party == NULL)
777 { 755 {
778 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);
779 return; 757 return;
780 } 758 }
759
781 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
784 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:");
785} 764}
786
787 765
788/* 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. */
789int 767static int
790roll_stat (void) 768roll_stat (void)
791{ 769{
792 int a[4], i, j, k; 770 int a[4], i, j, k;
793 771
794 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
796 774
797 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 776 if (a[i] < k)
799 k = a[i], j = i; 777 k = a[i], j = i;
800 778
801 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 780 if (i != j)
804 k += a[i]; 781 k += a[i];
805 } 782
806 return k; 783 return k;
807} 784}
808 785
809void 786void
810roll_stats (object *op) 787object::roll_stats ()
811{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
812 int sum = 0; 793 int sum = 0;
813 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
815 796
816 do 797 if (sum >= 82 && sum <= 116)
798 break;
817 { 799 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 800
829 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 803
838 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
839 do 805 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 806
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 807 stats.exp = 0;
874 op->stats.ac = 0; 808 stats.ac = 0;
875 809
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
885} 822}
886 823
887void 824void
888Roll_Again (object *op) 825object::swap_stats (int a, int b)
889{ 826{
890 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 828
895void 829 for (int i = 0; i < NUM_STATS; ++i)
896Swap_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)
897{ 856{
898 signed char tmp;
899 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
900 858
901 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 863}
1016 864
1017/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1021 * not the class. 869 * not the class.
1022 */ 870 */
1023 871void
1024int 872player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 873{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 876
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 878 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1045 880
1046 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1048 883
1049 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1050 885
1051 if (op->msg) 886 if (ob->msg)
1052 op->msg = NULL; 887 ob->msg = 0;
1053 888
1054 /* 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
1055 * to save here. 890 * to save here.
1056 */ 891 */
892 {
893 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1059 897
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 898 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 901 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1068 fix_player (op); 903 ob->update_stats ();
1069 904
1070 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1071 * is one for this race 906 * is one for this race
1072 */ 907 */
1073 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1074 { 909 {
1075 object *tmp; 910 object *tmp;
1076 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1077 912
1078 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);
1079 tmp = object::create (); 914 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1083 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;
1084 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1085 * default initial map */ 920 * default initial map */
1086 tmp->destroy (); 921 tmp->destroy ();
1087 } 922 }
1088 else 923 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 925}
1092 return 0;
1093 }
1094 926
927void
928player::chargen_race_next ()
929{
1095 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1097 */ 932 */
1098 933
1099 tmp_loop = 0; 934 do
1100 while (!tmp_loop)
1101 { 935 {
1102 shstr name = op->name; 936 shstr name = ob->name;
1103 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1104 938
1105 remove_statbonus (op); 939 ob->remove_statbonus ();
1106 op->remove (); 940 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 942 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 943 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1112 op->x = x; 946 ob->x = x;
1113 op->y = y; 947 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 951 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 952 }
953 while (!allowed_class (ob));
1120 954
1121 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 957 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 960 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 961}
1183 962
1184void 963void
1185flee_player (object *op) 964flee_player (object *op)
1186{ 965{
1216 { 995 {
1217 op->enemy = NULL; 996 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 998 return;
1220 } 999 }
1000
1221 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1222 1002
1223 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1225 { 1005 {
1226 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1227 1007
1228 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)))
1229 {
1230 return; 1009 return;
1231 }
1232 } 1010 }
1011
1233 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1014 op->enemy = NULL;
1236} 1015}
1237 1016
1238
1239/* 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.
1240 * 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
1241 * stop. 1019 * stop.
1242 */ 1020 */
1243int 1021int
1244check_pick (object *op) 1022check_pick (object *op)
1245{ 1023{
1246 object *tmp, *next; 1024 object *tmp, *next;
1247 int stop = 0; 1025 int stop = 0;
1248 int j, k, wvratio; 1026 int wvratio;
1249 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1250 1028
1251 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1253 return 1; 1031 return 1;
1254 1032
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &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))));
1325 else 1103 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1108 }
1109
1359 /* philosophy: 1110 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1115 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1369 * found object is returned.
1619 */ 1370 */
1620object * 1371object *
1621find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1622{ 1373{
1623 object *tmp = NULL; 1374 object *tmp = 0;
1624 1375
1625 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1626 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))
1627 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1629 return op; 1380 return op;
1381
1630 return tmp; 1382 return tmp;
1631} 1383}
1632 1384
1633/* 1385/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1390 */
1639
1640object * 1391object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1393{
1643 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1462 * op = the shooter
1712 * type = bow->race 1463 * type = bow->race
1713 * dir = fire direction 1464 * dir = fire direction
1714 */ 1465 */
1715
1716object * 1466object *
1717pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1718{ 1468{
1719 object *tmp = NULL; 1469 object *tmp = NULL;
1720 maptile *m; 1470 maptile *m;
1785 */ 1535 */
1786int 1536int
1787fire_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)
1788{ 1538{
1789 object *left, *bow; 1539 object *left, *bow;
1790 int bowspeed, mflags; 1540 int mflags;
1791 maptile *m; 1541 maptile *m;
1792 1542
1793 if (!dir) 1543 if (!dir)
1794 { 1544 {
1795 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!");
1796 return 0; 1546 return 0;
1797 } 1547 }
1798 if (op->type == PLAYER) 1548
1799 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 }
1800 else 1555 else
1801 { 1556 {
1802 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1803 /* 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
1804 * 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.
1809 if (!bow) 1564 if (!bow)
1810 { 1565 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1567 return 0;
1813 } 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
1814 } 1577 }
1578
1815 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1816 { 1580 {
1817 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);
1818 return 0; 1582 return 0;
1819 } 1583 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1584
1829 if (arrow == NULL) 1585 if (arrow == NULL)
1830 { 1586 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1588 {
1833 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1834 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);
1835 /* 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 */
1836 else 1592 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1838 return 0; 1595 return 0;
1839 } 1596 }
1840 } 1597 }
1598
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1601 return 0;
1845 } 1602
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1604 {
1848 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.");
1849 return 0; 1606 return 0;
1850 } 1607 }
1856 return 0; 1613 return 0;
1857 } 1614 }
1858 1615
1859 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1618 if (!arrow)
1862 { 1619 {
1863 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);
1864 return 0; 1621 return 0;
1865 } 1622 }
1623
1866 arrow->set_owner (op); 1624 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1626 arrow->direction = dir;
1870 arrow->x = sx; 1627
1871 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;
1872 1661
1873 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1874 { 1663 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup_local (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 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;
1908 } 1671 }
1909 else 1672 else
1910 { 1673 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1674 arrow->level = op->level;
1913 } 1675 arrow->stats.wc -= bow->magic;
1914 1676
1915 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1916 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1917 1682
1918 if (bow->slaying != NULL) 1683 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1685
1921 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1689
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1927 1692
1928 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1694 move_arrow (arrow);
1930 1695
1931 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1951{ 1716{
1952 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1953 1718
1954 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1955 { 1720 {
1956 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);
1957 } 1722 }
1958 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)
1959 { 1724 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1726 wcmod = -1;
1727
1962 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);
1963 } 1729 }
1964 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1965 { 1731 {
1966 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);
1970 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1737 {
1972 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);
1973 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);
1974 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);
1975
1976 } 1741 }
1977 else 1742 else
1978 { 1743 {
1979 /* Simple case */ 1744 /* Simple case */
1980 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);
1981 } 1746 }
1747
1982 return ret; 1748 return ret;
1983} 1749}
1984 1750
1985 1751
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1988 */ 1754 */
1989void 1755void
1990fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1991{ 1757{
1992 object *item; 1758 object *item = op->contr->ranged_ob;
1993 1759
1994 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1995 { 1761 {
1996 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.");
1997 return; 1763 return;
1998 } 1764 }
1999 1765
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1766 if (!item->inv)
2002 { 1767 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1769 return;
2005 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2006 if (item->type == WAND) 1775 if (item->type == WAND)
2007 { 1776 {
2008 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2009 { 1778 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 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
2012 return; 1782 return;
2013 } 1783 }
2014 } 1784 }
2015 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2016 { 1786 {
2017 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))
2018 { 1788 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2020 if (item->type == ROD) 1791 if (item->type == ROD)
2021 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));
2022 else 1793 else
2023 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
2024 return; 1796 return;
2025 } 1797 }
2026 } 1798 }
2027 1799
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1808
2037 if (item->arch) 1809 if (item->arch)
2038 { 1810 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2041 item->speed = 0; 1813 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1814 }
1815
2044 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1818 }
2047 } 1819 }
2048 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1821 drain_rod_charge (item);
2051 }
2052 } 1822 }
2053} 1823}
2054 1824
2055/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2056 */ 1826 */
2061 1831
2062 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2064 make_visible (op); 1834 make_visible (op);
2065 1835
2066 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2067 { 1839 {
2068 case range_none: 1840 control_golem (op->contr->golem, dir);
2069 return; 1841 return;
1842 }
2070 1843
2071 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2072 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2073 return; 1853 break;
2074 1854
2075 case range_magic: /* Casting spells */ 1855 case SPELL:
2076 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);
2077 return; 1857 break;
2078 1858
2079 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:
2080 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2081 return; 1870 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1871 }
2109} 1872}
2110
2111
2112 1873
2113/* find_key 1874/* find_key
2114 * 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
2115 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1879 * pl is the player,
2119 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2122 */ 1883 */
2123
2124object * 1884object *
2125find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2126{ 1886{
2127 object *tmp, *key; 1887 object *tmp, *key;
2128 1888
2129 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1890 if (!container->inv)
2131 return NULL; 1891 return 0;
2132 1892
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1895 {
2136 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1897 break;
2138 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2140 */ 1900 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1902 break;
2143 } 1903 }
1904
2144 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1908 * a key, return
2148 */ 1909 */
2149 if (!tmp) 1910 if (!tmp)
2150 { 1911 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1913 {
2153 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1916 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2157 return key; 1918 return key;
2158 } 1919 }
2159 } 1920 }
1921
2160 if (!tmp) 1922 if (!tmp)
2161 return NULL; 1923 return NULL;
2162 } 1924 }
1925
2163 /* 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,
2164 * see if we actually want to use it 1927 * see if we actually want to use it
2165 */ 1928 */
2166 if (pl != container) 1929 if (pl != container)
2167 { 1930 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "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));
2190 return NULL; 1953 return NULL;
2191 } 1954 }
2192 } 1955 }
1956
2193 return tmp; 1957 return tmp;
2194} 1958}
2195 1959
2196/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1963 * 0 otherwise
2200 */ 1964 */
2201static int 1965static int
2202player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2203{ 1967{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2208 */ 1971 */
2209 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2212 if (key) 1975 if (key)
2213 { 1976 {
2214 object *container = key->env; 1977 object *container = key->env;
2215 1978
2216 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
2217 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2218 make_visible (op); 1982 make_visible (op);
1983
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2221 if (door->type == DOOR) 1987 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2226 { 1990 {
2227 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));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1993 }
1994
2230 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2233 if (container != op) 1998 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2235 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2236 } 2002 }
2237 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2238 { 2004 {
2239 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2007 return 1;
2242 } 2008 }
2009
2243 return 0; 2010 return 0;
2244} 2011}
2245 2012
2246/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2015 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2016 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2017 * going to try and move (not fire weapons).
2251 */ 2018 */
2252
2253void 2019void
2254move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2255{ 2021{
2256 object *tmp, *mon; 2022 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2023 int on_battleground;
2259 maptile *m; 2024 maptile *m;
2260 2025
2261 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2263 2028
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2265 2030
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2274 */ 2039 */
2275 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))
2276 { 2041 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2043 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2280 if (!m) 2045 if (!m)
2281 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2282 } 2047 }
2283 else 2048 else
2284 m = op->map; 2049 m = op->map;
2285 2050
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2052 return;
2290 }
2291 2053
2292 mon = NULL; 2054 mon = 0;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2058 * on the space
2297 */ 2059 */
2298 while (tmp != NULL) 2060 while (tmp)
2299 { 2061 {
2300 if (tmp == op) 2062 if (tmp == op)
2301 { 2063 {
2302 tmp = tmp->above; 2064 tmp = tmp->above;
2303 continue; 2065 continue;
2313 mon = tmp; 2075 mon = tmp;
2314 2076
2315 tmp = tmp->above; 2077 tmp = tmp->above;
2316 } 2078 }
2317 2079
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2081 return; /* into a wall */
2320 2082
2321 if (mon->head != NULL) 2083 if (mon->head)
2322 mon = mon->head; 2084 mon = mon->head;
2323 2085
2324 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))
2325 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2326 return; 2088 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2111 {
2350 /* 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 */
2351 if (op->contr->braced) 2113 if (op->contr->braced)
2352 return; 2114 return;
2115
2353 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);
2354 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2119 make_visible (op);
2120
2357 return; 2121 return;
2358 } 2122 }
2359 2123
2360 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2127 * attack them either.
2364 */ 2128 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (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)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2132 (op->contr->peaceful
2369 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2370 && mon->contr-> 2134 && mon->contr->
2371 peaceful)) && 2135 peaceful)) &&
2372#else 2136#else
2373 op->contr->peaceful && 2137 op->contr->peaceful &&
2374#endif 2138#endif
2375 !on_battleground)) 2139 !on_battleground))
2376 { 2140 {
2377 if (!op->contr->braced) 2141 if (!op->contr->braced)
2378 { 2142 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2381 } 2145 }
2382 else 2146 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2148
2386 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2150 make_visible (op);
2388 } 2151 }
2389 2152
2390 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2401 * 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
2402 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2403 * 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
2404 * 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.
2405 */ 2168 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((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)))
2409 { 2171 {
2410
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2417 {
2418 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2173
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2424 2175
2425 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2179 * the wiz.
2430 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))
2431 { 2182 {
2432 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2433 2184
2434 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2437 } 2188 }
2189
2438 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2439 make_visible (op); 2191 make_visible (op);
2440 } 2192 }
2441 } /* if player should attack something */ 2193 } /* if player should attack something */
2442} 2194}
2444int 2196int
2445move_player (object *op, int dir) 2197move_player (object *op, int dir)
2446{ 2198{
2447 int pick; 2199 int pick;
2448 2200
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2202 return 0;
2451 2203
2452 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2454 { 2206 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2208 return 0;
2457 } 2209 }
2458 2210
2459 /* peterm: added following line */ 2211 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2214
2463 op->facing = dir; 2215 op->facing = dir;
2464 2216
2465 if (op->hide) 2217 if (op->hide)
2466 do_hidden_move (op); 2218 do_hidden_move (op);
2477 2229
2478 /* 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
2479 * server can handle repeat firing. 2231 * server can handle repeat firing.
2480 */ 2232 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2234 op->direction = dir;
2484 }
2485 else 2235 else
2486 {
2487 op->direction = 0; 2236 op->direction = 0;
2488 } 2237
2489 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2240 * for players.
2492 */ 2241 */
2493 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2503 */ 2252 */
2504int 2253int
2505handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2506{ 2255{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2257 {
2529 flee_player (op); 2258 flee_player (op);
2259
2530 /* 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 */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2532 { 2262 {
2533 op->speed_left--; 2263 --op->speed_left;
2534 return 0; 2264 return 0;
2535 } 2265 }
2536 } 2266 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2267
2546 /* 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
2547 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2270 * called, so we recheck it here.
2549 */ 2271 */
2550 HandleClient (op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2273 return 1;
2553 2274
2275 if (op->speed_left > 0.f)
2276 {
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2278 {
2556 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2280 --op->speed_left;
2558 2281
2559 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2560 * 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
2561 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2562 */ 2285 */
2563 move_player (op, op->direction); 2286 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2287
2565 return 1; 2288 return op->speed_left > 0.f;
2566 else 2289 }
2567 return 0;
2568 } 2290 }
2291
2569 return 0; 2292 return 0;
2570} 2293}
2571 2294
2572int 2295int
2573save_life (object *op) 2296save_life (object *op)
2574{ 2297{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2299 return 0;
2579 2300
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2303 {
2583 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);
2584 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));
2585 2306
2593 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2594 2315
2595 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2596 op->stats.food = 999; 2317 op->stats.food = 999;
2597 2318
2598 fix_player (op); 2319 op->update_stats ();
2599 return 1; 2320 return 1;
2600 } 2321 }
2322
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2325 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2326 return 0;
2605} 2327}
2610 * from. 2332 * from.
2611 */ 2333 */
2612void 2334void
2613remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2614{ 2336{
2615 object *next;
2616
2617 while (op) 2337 while (op)
2618 { 2338 {
2619 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' */
2620 * we remove object 'op' 2340
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2342 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2630 } 2347 }
2631 else if (op->inv) 2348 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2350
2633 op = next; 2351 op = next;
2634 } 2352 }
2635} 2353}
2636
2637 2354
2638/* 2355/*
2639 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2369 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2372 else
2656 sprintf (buf, "%s\n", &op->name); 2373 sprintf (buf, "%s\n", &op->name);
2374
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2376 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2660 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);
2661 else 2379 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2383 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2666 { 2385 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2388 strcat (buf2, buf);
2670 } 2389 }
2390
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2393 strcat (buf2, buf);
2394
2674 return buf2; 2395 return buf2;
2675} 2396}
2676
2677
2678 2397
2679void 2398void
2680do_some_living (object *op) 2399do_some_living (object *op)
2681{ 2400{
2682 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2688 int rate_grace = 2000; 2407 int rate_grace = 2000;
2689 const int max_hp = 1; 2408 const int max_hp = 1;
2690 const int max_sp = 1; 2409 const int max_sp = 1;
2691 const int max_grace = 1; 2410 const int max_grace = 1;
2692 2411
2693 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2694 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]);
2698 } 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 }
2699 2430
2700 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2701 { 2432 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2437 else
2708 { 2438 {
2709 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2441 }
2442
2712 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2445 else
2715 { 2446 {
2716 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2449 }
2450
2719 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2453 else
2722 { 2454 {
2723 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2724 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2725 } 2457 }
2726 2458
2727 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2728 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2729 { 2461 {
2730 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);
2731 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2732 { 2464 {
2733 op->stats.sp++; 2465 op->stats.sp++;
2739 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2473 op->stats.food = last_food;
2742 } 2474 }
2743 } 2475 }
2476
2744 if (max_sp > 1) 2477 if (max_sp > 1)
2745 { 2478 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2480 if (over_sp > 0)
2748 { 2481 {
2749 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2750 { 2483 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2752 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))
2753 op->stats.sp--; 2487 op->stats.sp--;
2488
2754 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2756 } 2491 }
2757 op->last_sp = 0; 2492 op->last_sp = 0;
2758 } 2493 }
2759 else 2494 else
2760 {
2761 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);
2762 }
2763 } 2496 }
2764 else 2497 else
2765 {
2766 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);
2767 }
2768 } 2499 }
2769 2500
2770 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2773 { 2504 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2776 if (max_grace > 1) 2508 if (max_grace > 1)
2777 { 2509 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2511 if (over_grace > 0)
2780 { 2512 {
2808 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2542 op->stats.food = last_food;
2811 } 2543 }
2812 } 2544 }
2545
2813 if (max_hp > 1) 2546 if (max_hp > 1)
2814 { 2547 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2549 if (over_hp > 0)
2817 { 2550 {
2841 2574
2842 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2577 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2846 /* dms do not consume food */ 2580 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2582 op->stats.food--;
2849 } 2583 }
2850 }
2851 2584
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2586 {
2854 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2855 2588
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 { 2590 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2861 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2598 break;
2866 } 2599 }
2867 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2868 flesh = tmp; 2601 flesh = tmp;
2869 } /* End if paid for object */ 2602 } /* End if paid for object */
2870 } /* end of for loop */ 2603 } /* end of for loop */
2604
2871 /* 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
2872 * eat flesh instead. 2606 * eat flesh instead.
2873 */ 2607 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2609 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2878 } 2612 }
2879 } /* end if player is starving */ 2613 }
2880 2614
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2883 2617
2884 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))
2885 kill_player (op); 2619 kill_player (op);
2620 }
2886} 2621}
2887
2888
2889 2622
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2625 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2626 * file.
2923 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!");
2924 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...");
2925 2658
2926 /* restore player */ 2659 /* restore player */
2927 at = archetype::find ("poisoning"); 2660 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2662 {
2931 tmp->destroy (); 2663 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2665 }
2934 2666
2935 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2669 {
2939 tmp->destroy (); 2670 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2672 }
2942 2673
2944 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2677 op->stats.food = 999;
2947 2678
2948 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2681 {
2952 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2683 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2687 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2960 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2691 }
2963 2692
2964 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2695 op->contr->braced = 0;
2971 2700
2972 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2973 2702
2974 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2975 { 2704 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
2985 } 2707 }
2986 else 2708 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
2996 } 2710
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2712
2999 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3000 x = op->x; 2714 x = op->x;
3001 y = op->y; 2715 y = op->y;
3002 map = op->map; 2716 map = op->map;
3003 2717
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2721 */
3011 2722
3012 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2725 * of death.
3015 */ 2726 */
3016#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3018 { 2729 {
3019 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2732 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2735 little bit harder. */
3025 /* GD */ 2736 /* GD */
3026 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2738 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2739 else
3032 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3033 num_stats_lose = 1; 2743 num_stats_lose = 1;
3034 } 2744
3035 lost_a_stat = 0; 2745 lost_a_stat = 0;
3036 2746
3037 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3038 { 2748 {
3039 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3040 2750
3041 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)
3042 { 2771 {
3043 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3044 * what he lost. 2773 insert_ob_in_ob (dep, op);
3045 */
3046 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 lost_a_stat = 1;
3052 } 2774 }
3053 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3054 { 2777 {
3055 /* deplete a stat */ 2778 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3057 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3058 2781 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2782 {
3062 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3064 } 2785
3065 lose_this_stat = 1; 2786 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 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)
3072 { 2792 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2793 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2795 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2796 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2797 else
3107 if (this_stat >= -50)
3108 { 2798 {
3109 change_attr_value (&(dep->stats), i, -1); 2799 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 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"); */
3114 } 2804 }
3115 } 2805 }
3116 } 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 }
3117 } 2825 }
2826 }
2827 }
3118 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2829 if (!lost_a_stat)
3120 { 2830 {
3121 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3124 2834
3125 if (god && (strcmp (god, "none"))) 2835 if (god && (strcmp (god, "none")))
3126 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);
3127 else 2837 else
3128 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.");
3129 } 2839 }
3130#else 2840#else
3131 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.");
3132#endif 2842#endif
3133 2843
3134 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2845 * exp loss on the stone.
3136 */ 2846 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2849 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2851 tmp->name_pl = buf;
3142 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);
3143 tmp->msg = buf; 2853 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2856
3147 /**************************************/ 2857 /**************************************/
3148 /* */ 2858 /* */
3149 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3152 /* */ 2862 /* */
3153 /**************************************/ 2863 /**************************************/
3154 2864
3155 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2866 /* restore player */
3157 at = archetype::find ("poisoning"); 2867 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
3159 2869
3160 if (tmp) 2870 if (tmp)
3161 { 2871 {
3162 tmp->destroy (); 2872 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2874 }
3165 2875
3166 at = archetype::find ("confusion"); 2876 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2878 if (tmp)
3169 { 2879 {
3170 tmp->destroy (); 2880 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2882 }
3173 2883
3174 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3175 2885
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3179 op->stats.food = 900; 2889 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2893
3184 /* 2894 /*
3185 * 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
3186 * the player has any unpaid items. If so, remove them and put them back 2896 * and put them back in the map.
3187 * in the map. 2897 */
3188 */
3189
3190 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3192 2899
3193 /****************************************/ 2900 /****************************************/
3194 /* */ 2901 /* */
3195 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3197 /* */ 2904 /* */
3198 /****************************************/ 2905 /****************************************/
3199 2906
3200 enter_player_savebed (op); 2907 enter_player_savebed (op);
3201 2908
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2909 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2910
3208 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2914 * on the space that might harm the player.
3212 */ 2915 */
3213 will_kill_again = 0; 2916 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3217 2920
3218 if (will_kill_again) 2921 if (will_kill_again)
3219 { 2922 {
3220 object *force; 2923 object *force;
3221 int at; 2924 int at;
3222 2925
3223 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2928 force->speed = 0.1f;
3226 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3227 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2933 force->resist[at] = 100;
3231 2934
3232 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3233 fix_player (op); 2936 op->update_stats ();
3234 2937
3235 } 2938 }
3236 2939
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2941}
3306
3307 2942
3308void 2943void
3309loot_object (object *op) 2944loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3312 2947
3313 if (op->container) 2948 op->close_container (); /* close open sack first */
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container);
3316 }
3317 2949
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3319 { 2951 {
3320 next = tmp->below; 2952 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2953
2954 if (tmp->invisible)
3322 continue; 2955 continue;
2956
3323 tmp->remove (); 2957 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3325 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3327 loot_object (tmp); 2962
3328 }
3329 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))))
3330 { 2964 {
3331 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3332 { 2966 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 tmp2->destroy (); 2968 tmp2->destroy ();
3345/* 2979/*
3346 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3347 * 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
3348 * was changed. 2982 * was changed.
3349 */ 2983 */
3350
3351void 2984void
3352fix_weight (void) 2985fix_weight (void)
3353{ 2986{
3354 player *pl; 2987 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 2988 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 2990
3360 if (old == sum) 2991 if (old == sum)
3361 continue; 2992 continue;
3362 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3363 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);
3364 } 2995 }
3365} 2996}
3366 2997
3367void 2998void
3368fix_luck (void) 2999fix_luck (void)
3369{ 3000{
3370 player *pl; 3001 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3375} 3004}
3376
3377 3005
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3381 */ 3009 */
3382
3383void 3010void
3384cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3385{ 3012{
3386 object *skop, *spob; 3013 object *skop, *spob;
3387 3014
3421 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3422 { 3049 {
3423 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3424 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3425 } 3052 }
3053
3426 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3427} 3055}
3428 3056
3429int 3057int
3430is_true_undead (object *op) 3058is_true_undead (object *op)
3431{ 3059{
3432 object *tmp = NULL;
3433
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3061 return 1;
3436 3062
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3063 return 0;
3443} 3064}
3444 3065
3445/* look at the surrounding terrain to determine 3066/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3067 * the hideability of this object. Positive levels
3502 3123
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3125
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3509 { 3129 {
3510 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!");
3511 make_visible (op); 3131 make_visible (op);
3512 return; 3132 return;
3513 } 3133 }
3514 else 3134 else
3515 num += 20; 3135 num += 20;
3516 } 3136
3517 num += op->map->difficulty; 3137 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3139 num -= hide;
3140
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3142 {
3522 make_visible (op); 3143 make_visible (op);
3523 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3524 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!");
3525 } 3146 }
3526 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3149}
3531 3150
3532/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3533 3152
3534int 3153int
3561 if (mflags & P_OUT_OF_MAP) 3180 if (mflags & P_OUT_OF_MAP)
3562 continue; 3181 continue;
3563 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)))
3564 continue; 3183 continue;
3565 3184
3566 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)
3567 { 3186 {
3568 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))
3569 return 1; 3188 return 1;
3570 else if (tmp->type == PLAYER) 3189 else if (tmp->type == PLAYER)
3571 { 3190 {
3601 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3602 { 3221 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3223 return -1;
3605 } 3224 }
3225
3606 if (!pl || !op) 3226 if (!pl || !op)
3607 return 0; 3227 return 0;
3608 3228
3609 if (op->head)
3610 {
3611 op = op->head; 3229 op = op->head_ ();
3612 } 3230
3613 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3614 3232
3615 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3234 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3625 3243
3626 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3246 * for any meaningful values.
3629 */ 3247 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3251 return 1;
3634 op = op->more; 3252 op = op->more;
3635 } 3253 }
3636 return 0; 3254 return 0;
3637} 3255}
3734 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3735 int i = 0, j = 0; 3353 int i = 0, j = 0;
3736 3354
3737 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3738 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3739 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3740 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3741 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3742 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3743 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3744 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3745 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3746 3364
3747 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3748 return; 3366 return;
3749 3367
3750 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++);
3751 3369
3752 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3753 { 3371 {
3754 /* 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]); */
3755 return; 3373 return;
3756 } 3374 }
3757 3375
3823 { 3441 {
3824 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3443 object *skin;
3826 3444
3827 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 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
3829 if (skin == NULL) 3450 if (!skin)
3830 return; 3451 return;
3831 3452
3832 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3455 {
3879 * not readied. 3500 * not readied.
3880 */ 3501 */
3881void 3502void
3882player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3883{ 3504{
3884 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3885 3507
3886 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3887 { 3509 pl->combat_ob = 0;
3510
3888 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3889 { 3512 pl->ranged_ob = 0;
3890 pl->ranges[i] = NULL;
3891 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none;
3894 }
3895 }
3896 }
3897} 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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