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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184} 150}
185 151
186int 152float
187playername_ok (const char *cp) 153player::weapon_speed () const
188{ 154{
189 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 156}
310 157
311/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
312static void 159static void
313set_first_map (object *op) 160set_first_map (object *op)
314{ 161{
315 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
316 op->x = -1; 163 op->x = -1;
317 op->y = -1; 164 op->y = -1;
318 enter_exit (op, NULL);
319} 165}
320 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
321/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
323 * mode. 377 * mode.
324 */ 378 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
330 383
331 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 385
335 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
337 389
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 390 set_first_map (pl->ob);
345 391
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 392 return pl;
354} 393}
355 394
356/* 395/*
357 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
367 { 406 {
368 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
369 at = first_archetype; 408 at = first_archetype;
370 else 409 else
371 at = at->next; 410 at = at->next;
411
372 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
373 return at; 413 return at;
414
374 if (at == start) 415 if (at == start)
375 { 416 {
376 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 418 exit (-1);
378 } 419 }
379 } 420 }
380} 421}
381 422
382
383object * 423object *
384get_nearest_player (object *mon) 424get_nearest_player (object *mon)
385{ 425{
386 object *op = NULL; 426 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 427 objectlink *ol;
389 unsigned lastdist; 428 unsigned lastdist;
390 rv_vector rv; 429 rv_vector rv;
391 430
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 432 {
394 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 440 object *tmp = ol->ob;
402 441
403 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 443 * itself will have been cleared.
405 */ 444 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
407 ol = ol->next; 447 ol = ol->next;
408 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
409 if (!ol) 449 if (!ol)
410 return op; 450 return op;
411 } 451 }
424 { 464 {
425 op = ol->ob; 465 op = ol->ob;
426 lastdist = rv.distance; 466 lastdist = rv.distance;
427 } 467 }
428 } 468 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 469
430 { 470 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
435 { 473 {
436 op = pl->ob; 474 op = pl->ob;
437 lastdist = rv.distance; 475 lastdist = rv.distance;
438 } 476 }
439 } 477
440 }
441#if 0 478#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 480#endif
444 return op; 481 return op;
445} 482}
463 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 502 * is probably not a good thing.
466 */ 503 */
467#define MAX_SPACES 50 504#define MAX_SPACES 50
468
469 505
470/* 506/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 540 x = mon->x;
505 y = mon->y; 541 y = mon->y;
506 m = mon->map; 542 m = mon->map;
507 dir = rv.direction; 543 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
510 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 548 if (diff > max)
512 return 0; 549 return 0;
550
513 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
514 { 552 {
515 lastx = x; 553 lastx = x;
516 lasty = y; 554 lasty = y;
517 lastmap = m; 555 lastmap = m;
599 max--; 637 max--;
600 lastdir = dir; 638 lastdir = dir;
601 if (!firstdir) 639 if (!firstdir)
602 firstdir = dir; 640 firstdir = dir;
603 } 641 }
642
604 if (diff <= 1) 643 if (diff <= 1)
605 { 644 {
606 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 646 * headed toward player for entire distance.
608 */ 647 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 650 }
651
612 if (diff > max) 652 if (diff > max)
613 return 0; 653 return 0;
614 } 654 }
655
615 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
616 if (!max) 657 if (!max)
617 return 0; 658 return 0;
618 659
619 return firstdir; 660 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 691 {
651 remove_ob (op); 692 op->destroy ();
652 free_object (op);
653 continue; 693 continue;
654 } 694 }
655 } 695 }
656 696
657 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
669 break; 709 break;
670 710
671 if (tmp) 711 if (tmp)
672 { 712 {
673 remove_ob (op); 713 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 715 continue;
677 } 716 }
717
678 if (op->nrof > 1) 718 if (op->nrof > 1)
679 op->nrof = 1; 719 op->nrof = 1;
680 } 720 }
681 721
682 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 736 }
697 if (op->type == SPELL) 737 if (op->type == SPELL)
698 { 738 {
699 remove_ob (op); 739 op->destroy ();
700 free_object (op);
701 continue; 740 continue;
702 } 741 }
703 else if (op->type == SKILL) 742 else if (op->type == SKILL)
704 { 743 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
715 link_player_skills (pl); 754 link_player_skills (pl);
716} 755}
717 756
718void 757void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
803{ 759{
804 if (party == NULL) 760 if (party == NULL)
805 { 761 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 763 return;
808 } 764 }
765
809 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 770}
814
815 771
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 773static int
818roll_stat (void) 774roll_stat (void)
819{ 775{
820 int a[4], i, j, k; 776 int a[4], i, j, k;
821 777
822 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
824 780
825 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 782 if (a[i] < k)
827 k = a[i], j = i; 783 k = a[i], j = i;
828 784
829 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 786 if (i != j)
832 k += a[i]; 787 k += a[i];
833 } 788
834 return k; 789 return k;
835} 790}
836 791
837void 792void
838roll_stats (object *op) 793object::roll_stats ()
839{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
840 int sum = 0; 799 int sum = 0;
841 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
843 802
844 do 803 if (sum >= 82 && sum <= 116)
804 break;
845 { 805 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 806
857 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 809
866 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
867 do 811 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 812
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 813 stats.exp = 0;
902 op->stats.ac = 0; 814 stats.ac = 0;
903 815
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
912 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
913} 828}
914 829
915void 830void
916Roll_Again (object *op) 831object::swap_stats (int a, int b)
917{ 832{
918 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 834
923void 835 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
925{ 862{
926 signed char tmp;
927 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
928 864
929 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 869}
1044 870
1045/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1049 * not the class. 875 * not the class.
1050 */ 876 */
1051 877void
1052int 878player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 879{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1071 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1073 889
1074 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1075 891
1076 if (op->msg) 892 if (ob->msg)
1077 op->msg = NULL; 893 ob->msg = 0;
1078 894
1079 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1080 * to save here. 896 * to save here.
1081 */ 897 */
898 {
899 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1084 903
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 904 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 907 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1093 fix_player (op); 909 ob->update_stats ();
1094 910
1095 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1096 * is one for this race 912 * is one for this race
1097 */ 913 */
1098 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1099 { 915 {
1100 object *tmp; 916 object *tmp;
1101 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1102 918
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 920 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1110 * default initial map */ 926 * default initial map */
1111 free_object (tmp); 927 tmp->destroy ();
1112 } 928 }
1113 else 929 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 931}
1117 return 0;
1118 }
1119 932
933void
934player::chargen_race_next ()
935{
1120 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1122 */ 938 */
1123 939
1124 tmp_loop = 0; 940 do
1125 while (!tmp_loop)
1126 { 941 {
1127 shstr name = op->name; 942 shstr name = ob->name;
1128 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1129 944
1130 remove_statbonus (op); 945 ob->remove_statbonus ();
1131 remove_ob (op); 946 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 948 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 949 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1137 op->x = x; 952 ob->x = x;
1138 op->y = y; 953 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 957 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 958 }
959 while (!allowed_class (ob));
1145 960
1146 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 963 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 966 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 967}
1208 968
1209void 969void
1210flee_player (object *op) 970flee_player (object *op)
1211{ 971{
1241 { 1001 {
1242 op->enemy = NULL; 1002 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1004 return;
1245 } 1005 }
1006
1246 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1247 1008
1248 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1250 { 1011 {
1251 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1252 1013
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1015 return;
1256 }
1257 } 1016 }
1017
1258 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1020 op->enemy = NULL;
1261} 1021}
1262 1022
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1025 * stop.
1267 */ 1026 */
1268int 1027int
1269check_pick (object *op) 1028check_pick (object *op)
1270{ 1029{
1271 object *tmp, *next; 1030 object *tmp, *next;
1272 int stop = 0; 1031 int stop = 0;
1273 int j, k, wvratio; 1032 int wvratio;
1274 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1275 1034
1276 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1278 return 1; 1037 return 1;
1279 1038
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1109 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1114 }
1115
1384 /* philosophy: 1116 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1121 * example.
1390 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1429 { 1161 {
1430 pick_up (op, tmp); 1162 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1163 continue;
1434 } 1164 }
1165
1435 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1168 {
1438 pick_up (op, tmp); 1169 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1170 continue;
1442 } 1171 }
1443 1172
1444 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1446 { 1175 {
1447 pick_up (op, tmp); 1176 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1177 continue;
1451 } 1178 }
1452 1179
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1456 { 1183 {
1457 pick_up (op, tmp); 1184 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1185 continue;
1461 } 1186 }
1187
1462 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1464 { 1190 {
1465 pick_up (op, tmp); 1191 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1192 continue;
1469 } 1193 }
1194
1470 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1197 {
1473 pick_up (op, tmp); 1198 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1199 continue;
1477 } 1200 }
1478 1201
1479 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1205 {
1483 pick_up (op, tmp); 1206 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1207 continue;
1487 } 1208 }
1488 1209
1489 /* pick up all magical items */ 1210 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1213 {
1493 pick_up (op, tmp); 1214 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1215 continue;
1497 } 1216 }
1498 1217
1499 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1500 { 1219 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1221 {
1503 pick_up (op, tmp); 1222 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1223 continue;
1507 } 1224 }
1508 } 1225 }
1509 1226
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1230 {
1514 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1515 if (0) 1233 }
1516 fprintf (stderr, "JEWELS\n"); 1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1517 continue; 1240 continue;
1518 } 1241 }
1519 1242
1520 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1523 { 1246 {
1524 pick_up (op, tmp); 1247 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1248 continue;
1528 } 1249 }
1250
1529 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1531 { 1253 {
1532 pick_up (op, tmp); 1254 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1255 continue;
1536 } 1256 }
1537 1257
1538 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1541 { 1261 {
1542 pick_up (op, tmp); 1262 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1263 continue;
1546 } 1264 }
1265
1547 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1549 { 1268 {
1550 pick_up (op, tmp); 1269 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1270 continue;
1554 } 1271 }
1272
1555 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1557 { 1275 {
1558 pick_up (op, tmp); 1276 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1277 continue;
1562 } 1278 }
1279
1563 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1565 { 1282 {
1566 pick_up (op, tmp); 1283 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1284 continue;
1570 } 1285 }
1286
1571 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1573 { 1289 {
1574 pick_up (op, tmp); 1290 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1291 continue;
1578 } 1292 }
1293
1579 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1581 { 1296 {
1582 pick_up (op, tmp); 1297 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1298 continue;
1586 } 1299 }
1587 1300
1588 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1304 {
1592 pick_up (op, tmp); 1305 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1306 continue;
1596 } 1307 }
1597 1308
1598 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1313 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1316 {
1606 pick_up (op, tmp); 1317 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1318 continue;
1610 } 1319 }
1611 } 1320 }
1321
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1323 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1325 {
1616 pick_up (op, tmp); 1326 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1327 continue;
1620 } 1328 }
1621 } 1329 }
1622 } 1330 }
1623 1331
1624 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1335 {
1628 pick_up (op, tmp); 1336 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1337 continue;
1632 } 1338 }
1633 1339
1634 /* any of the last 4 bits set means we use the ratio for value 1340 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1341 * pickups */
1657 continue; 1363 continue;
1658 } 1364 }
1659 } 1365 }
1660 } /* the new pickup model */ 1366 } /* the new pickup model */
1661 } 1367 }
1368
1662 return !stop; 1369 return !stop;
1663} 1370}
1664 1371
1665/* 1372/*
1666 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1668 * found object is returned. 1375 * found object is returned.
1669 */ 1376 */
1670object * 1377object *
1671find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1672{ 1379{
1673 object *tmp = NULL; 1380 object *tmp = 0;
1674 1381
1675 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1679 return op; 1386 return op;
1387
1680 return tmp; 1388 return tmp;
1681} 1389}
1682 1390
1683/* 1391/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1396 */
1689
1690object * 1397object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1399{
1693 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1468 * op = the shooter
1762 * type = bow->race 1469 * type = bow->race
1763 * dir = fire direction 1470 * dir = fire direction
1764 */ 1471 */
1765
1766object * 1472object *
1767pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1768{ 1474{
1769 object *tmp = NULL; 1475 object *tmp = NULL;
1770 maptile *m; 1476 maptile *m;
1835 */ 1541 */
1836int 1542int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1544{
1839 object *left, *bow; 1545 object *left, *bow;
1840 int bowspeed, mflags; 1546 int mflags;
1841 maptile *m; 1547 maptile *m;
1842 1548
1843 if (!dir) 1549 if (!dir)
1844 { 1550 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1552 return 0;
1847 } 1553 }
1848 if (op->type == PLAYER) 1554
1849 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1850 else 1557 else
1851 { 1558 {
1852 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1566 if (!bow)
1860 { 1567 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1569 return 0;
1863 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1864 } 1579 }
1580
1865 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1866 { 1582 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1584 return 0;
1869 } 1585 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1586
1879 if (arrow == NULL) 1587 if (arrow == NULL)
1880 { 1588 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1590 {
1883 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1594 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1888 return 0; 1597 return 0;
1889 } 1598 }
1890 } 1599 }
1600
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1603 return 0;
1895 } 1604
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1606 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1608 return 0;
1900 } 1609 }
1901 1610
1902 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1612 if (arrow->nrof == 0)
1904 { 1613 {
1905 remove_ob (arrow); 1614 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1615 return 0;
1908 } 1616 }
1909 1617
1910 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1620 if (!arrow)
1913 { 1621 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1623 return 0;
1916 } 1624 }
1917 set_owner (arrow, op); 1625
1626 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1628 arrow->direction = dir;
1921 arrow->x = sx; 1629
1922 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1667
1924 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1925 { 1669 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1959 } 1677 }
1960 else 1678 else
1961 { 1679 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1680 arrow->level = op->level;
1964 } 1681 arrow->stats.wc -= bow->magic;
1965 1682
1966 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1967 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1968 1688
1969 if (bow->slaying != NULL) 1689 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1691
1972 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1695
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1978 1698
1979 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1700 move_arrow (arrow);
1981 1701
1982 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
2002{ 1722{
2003 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
2004 1724
2005 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
2006 { 1726 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1728 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1730 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1732 wcmod = -1;
1733
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1735 }
2015 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
2016 { 1737 {
2017 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);
2021 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1743 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1747 }
2028 else 1748 else
2029 { 1749 {
2030 /* Simple case */ 1750 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1752 }
1753
2033 return ret; 1754 return ret;
2034} 1755}
2035
2036 1756
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2039 */ 1759 */
2040void 1760void
2041fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2042{ 1762{
2043 object *item; 1763 object *item = op->contr->ranged_ob;
2044 1764
2045 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2046 { 1766 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1768 return;
2049 } 1769 }
2050 1770
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1771 if (!item->inv)
2053 { 1772 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1774 return;
2056 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2057 if (item->type == WAND) 1780 if (item->type == WAND)
2058 { 1781 {
2059 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2060 { 1783 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2063 return; 1787 return;
2064 } 1788 }
2065 } 1789 }
2066 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2067 { 1791 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1793 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2071 if (item->type == ROD) 1796 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1798 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
2075 return; 1801 return;
2076 } 1802 }
2077 } 1803 }
2078 1804
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2087 1813
2088 if (item->arch) 1814 if (item->arch)
2089 { 1815 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2092 item->speed = 0; 1818 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1819 }
1820
2095 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1823 }
2098 } 1824 }
2099 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1826 drain_rod_charge (item);
2102 }
2103 } 1827 }
2104} 1828}
2105 1829
2106/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2107 */ 1831 */
2112 1836
2113 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2115 make_visible (op); 1839 make_visible (op);
2116 1840
2117 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2118 { 1844 {
2119 case range_none: 1845 control_golem (op->contr->golem, dir);
2120 return; 1846 return;
1847 }
2121 1848
2122 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2123 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2124 return; 1861 break;
2125 1862
2126 case range_magic: /* Casting spells */ 1863 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1865 break;
2129 1866
2130 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2131 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2132 return; 1877 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1878 }
2161} 1879}
2162
2163
2164 1880
2165/* find_key 1881/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1886 * pl is the player,
2171 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2174 */ 1890 */
2175
2176object * 1891object *
2177find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2178{ 1893{
2179 object *tmp, *key; 1894 object *tmp, *key;
2180 1895
2181 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1897 if (!container->inv)
2183 return NULL; 1898 return 0;
2184 1899
2185 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1902 {
2188 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1904 break;
2190 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2192 */ 1907 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1909 break;
2195 } 1910 }
1911
2196 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1915 * a key, return
2200 */ 1916 */
2201 if (!tmp) 1917 if (!tmp)
2202 { 1918 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1920 {
2205 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1923 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2209 return key; 1925 return key;
2210 } 1926 }
2211 } 1927 }
1928
2212 if (!tmp) 1929 if (!tmp)
2213 return NULL; 1930 return NULL;
2214 } 1931 }
1932
2215 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1934 * see if we actually want to use it
2217 */ 1935 */
2218 if (pl != container) 1936 if (pl != container)
2219 { 1937 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1960 return NULL;
2243 } 1961 }
2244 } 1962 }
1963
2245 return tmp; 1964 return tmp;
2246} 1965}
2247 1966
2248/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1970 * 0 otherwise
2252 */ 1971 */
2253static int 1972static int
2254player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2255{ 1974{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a use a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2260 */ 1978 */
2261 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2264 if (key) 1982 if (key)
2265 { 1983 {
2266 object *container = key->env; 1984 object *container = key->env;
2267 1985
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2269 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2270 make_visible (op); 1989 make_visible (op);
1990
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2273 if (door->type == DOOR) 1994 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2278 { 1997 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2281 } 2000 }
2001
2282 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2285 if (container != op) 2005 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2287 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2288 } 2009 }
2289 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2290 { 2011 {
2291 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2014 return 1;
2294 } 2015 }
2016
2295 return 0; 2017 return 0;
2296} 2018}
2297 2019
2298/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2303 */ 2025 */
2304
2305void 2026void
2306move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2307{ 2028{
2308 object *tmp, *mon; 2029 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2030 int on_battleground;
2311 maptile *m; 2031 maptile *m;
2312 2032
2313 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2315 2035
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2317 2037
2318 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 2040 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2326 */ 2046 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2048 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2050 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2332 if (!m) 2052 if (!m)
2333 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2334 } 2054 }
2335 else 2055 else
2336 m = op->map; 2056 m = op->map;
2337 2057
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 2059 return;
2342 }
2343 2060
2344 mon = NULL; 2061 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2063 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2064 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2065 * on the space
2349 */ 2066 */
2350 while (tmp != NULL) 2067 while (tmp)
2351 { 2068 {
2352 if (tmp == op) 2069 if (tmp == op)
2353 { 2070 {
2354 tmp = tmp->above; 2071 tmp = tmp->above;
2355 continue; 2072 continue;
2365 mon = tmp; 2082 mon = tmp;
2366 2083
2367 tmp = tmp->above; 2084 tmp = tmp->above;
2368 } 2085 }
2369 2086
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2088 return; /* into a wall */
2372 2089
2373 if (mon->head != NULL) 2090 if (mon->head)
2374 mon = mon->head; 2091 mon = mon->head;
2375 2092
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2378 return; 2095 return;
2390 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2391 */ 2108 */
2392 if ((op->type == PLAYER) 2109 if ((op->type == PLAYER)
2393#if COZY_SERVER 2110#if COZY_SERVER
2394 && 2111 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2112 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2114#else
2398 && get_owner (mon) == op 2115 && mon->owner == op
2399#endif 2116#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2118 {
2402 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2120 if (op->contr->braced)
2404 return; 2121 return;
2122
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2126 make_visible (op);
2127
2409 return; 2128 return;
2410 } 2129 }
2411 2130
2412 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2134 * attack them either.
2416 */ 2135 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2139 (op->contr->peaceful
2421 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2422 && mon->contr-> 2141 && mon->contr->
2423 peaceful)) && 2142 peaceful)) &&
2424#else 2143#else
2425 op->contr->peaceful && 2144 op->contr->peaceful &&
2426#endif 2145#endif
2427 !on_battleground)) 2146 !on_battleground))
2428 { 2147 {
2429 if (!op->contr->braced) 2148 if (!op->contr->braced)
2430 { 2149 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2433 } 2152 }
2434 else 2153 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2155
2438 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2157 make_visible (op);
2440 } 2158 }
2441 2159
2442 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2453 * Way it works is like this: First, it must have some hit points 2171 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2173 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2175 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2178 {
2462
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2469 { 2180 {
2181 op->contr->has_hit = 1;
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2471
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2183 }
2474 2184
2475 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2476 2186
2477 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2190 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2193 {
2484 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2485 2195
2486 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2489 } 2199 }
2200
2490 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2491 make_visible (op); 2202 make_visible (op);
2492 } 2203 }
2493 } /* if player should attack something */ 2204 } /* if player should attack something */
2494} 2205}
2496int 2207int
2497move_player (object *op, int dir) 2208move_player (object *op, int dir)
2498{ 2209{
2499 int pick; 2210 int pick;
2500 2211
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2213 return 0;
2503 2214
2504 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2506 { 2217 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2219 return 0;
2509 } 2220 }
2510 2221
2511 /* peterm: added following line */ 2222 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2225
2515 op->facing = dir; 2226 op->facing = dir;
2516 2227
2517 if (op->hide) 2228 if (op->hide)
2518 do_hidden_move (op); 2229 do_hidden_move (op);
2529 2240
2530 /* Add special check for newcs players and fire on - this way, the 2241 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2242 * server can handle repeat firing.
2532 */ 2243 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2245 op->direction = dir;
2536 }
2537 else 2246 else
2538 {
2539 op->direction = 0; 2247 op->direction = 0;
2540 } 2248
2541 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2251 * for players.
2544 */ 2252 */
2545 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2554 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2555 */ 2263 */
2556int 2264int
2557handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2558{ 2266{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2268 {
2581 flee_player (op); 2269 flee_player (op);
2270
2582 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2584 { 2273 {
2585 op->speed_left--; 2274 --op->speed_left;
2586 return 0; 2275 return 0;
2587 } 2276 }
2588 }
2589
2590 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer.
2594 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 } 2277 }
2601 2278
2602 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2281 * called, so we recheck it here.
2605 */ 2282 */
2606 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2284 return 1;
2609 2285
2286 if (op->speed_left > 0.f)
2287 {
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2289 {
2612 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2291 --op->speed_left;
2614 2292
2615 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2618 */ 2296 */
2619 move_player (op, op->direction); 2297 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2298
2621 return 1; 2299 return op->speed_left > 0.f;
2622 else 2300 }
2623 return 0;
2624 } 2301 }
2302
2625 return 0; 2303 return 0;
2626} 2304}
2627 2305
2628int 2306int
2629save_life (object *op) 2307save_life (object *op)
2630{ 2308{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2310 return 0;
2635 2311
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2314 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2317
2641 if (op->contr) 2318 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2319 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2320
2644 free_object (tmp); 2321 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2322 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323
2646 if (op->stats.hp < 0) 2324 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2326
2648 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2649 op->stats.food = 999; 2328 op->stats.food = 999;
2650 fix_player (op); 2329
2330 op->update_stats ();
2651 return 1; 2331 return 1;
2652 } 2332 }
2333
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2337 return 0;
2657} 2338}
2662 * from. 2343 * from.
2663 */ 2344 */
2664void 2345void
2665remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2666{ 2347{
2667 object *next;
2668
2669 while (op) 2348 while (op)
2670 { 2349 {
2671 next = op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2351
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2353 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2682 } 2358 }
2683 else if (op->inv) 2359 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2685 op = next; 2362 op = next;
2686 } 2363 }
2687} 2364}
2688
2689 2365
2690/* 2366/*
2691 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2383 else
2708 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2387 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2389 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2390 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2394 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2718 { 2396 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2399 strcat (buf2, buf);
2722 } 2400 }
2401
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2726 return buf2; 2406 return buf2;
2727} 2407}
2728
2729
2730 2408
2731void 2409void
2732do_some_living (object *op) 2410do_some_living (object *op)
2733{ 2411{
2734 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2418 int rate_grace = 2000;
2741 const int max_hp = 1; 2419 const int max_hp = 1;
2742 const int max_sp = 1; 2420 const int max_sp = 1;
2743 const int max_grace = 1; 2421 const int max_grace = 1;
2744 2422
2745 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2424 {
2425 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2432 }
2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2434 {
2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2440 }
2751 2441
2752 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2753 { 2443 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2448 else
2760 { 2449 {
2761 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2452 }
2453
2764 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2456 else
2767 { 2457 {
2768 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2460 }
2461
2771 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2464 else
2774 { 2465 {
2775 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2468 }
2778 2469
2779 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2472 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2784 { 2475 {
2785 op->stats.sp++; 2476 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2484 op->stats.food = last_food;
2794 } 2485 }
2795 } 2486 }
2487
2796 if (max_sp > 1) 2488 if (max_sp > 1)
2797 { 2489 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2491 if (over_sp > 0)
2800 { 2492 {
2801 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2802 { 2494 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2498 op->stats.sp--;
2499
2806 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2808 } 2502 }
2809 op->last_sp = 0; 2503 op->last_sp = 0;
2810 } 2504 }
2811 else 2505 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2507 }
2816 else 2508 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2510 }
2821 2511
2822 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2825 { 2515 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2828 if (max_grace > 1) 2519 if (max_grace > 1)
2829 { 2520 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2522 if (over_grace > 0)
2832 { 2523 {
2860 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2553 op->stats.food = last_food;
2863 } 2554 }
2864 } 2555 }
2556
2865 if (max_hp > 1) 2557 if (max_hp > 1)
2866 { 2558 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2560 if (over_hp > 0)
2869 { 2561 {
2893 2585
2894 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2588 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2898 /* dms do not consume food */ 2591 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2593 op->stats.food--;
2901 } 2594 }
2902 }
2903 2595
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2597 {
2906 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2907 2599
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2601 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2609 break;
2918 } 2610 }
2919 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2920 flesh = tmp; 2612 flesh = tmp;
2921 } /* End if paid for object */ 2613 } /* End if paid for object */
2922 } /* end of for loop */ 2614 } /* end of for loop */
2615
2923 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2617 * eat flesh instead.
2925 */ 2618 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2620 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2930 } 2623 }
2931 } /* end if player is starving */ 2624 }
2932 2625
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2935 2628
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2630 kill_player (op);
2631 }
2938} 2632}
2939
2940
2941 2633
2942/* If the player should die (lack of hp, food, etc), we call this. 2634/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2635 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2637 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2669
2978 /* restore player */ 2670 /* restore player */
2979 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2673 {
2983 remove_ob (tmp); 2674 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2676 }
2987 2677
2988 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2680 {
2992 remove_ob (tmp); 2681 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2683 }
2996 2684
2997 cure_disease (op, 0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2688 op->stats.food = 999;
3001 2689
3002 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2692 {
3006 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2694 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2698 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2702 }
3017 2703
3018 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2706 op->contr->braced = 0;
3025 2711
3026 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
3027 2713
3028 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
3029 { 2715 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
3039 } 2718 }
3040 else 2719 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
3050 } 2721
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2723
3053 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3054 x = op->x; 2725 x = op->x;
3055 y = op->y; 2726 y = op->y;
3056 map = op->map; 2727 map = op->map;
3057 2728
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2730 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this. 2731 * See the config.h file for a little more in depth detail about this.
3064 */ 2732 */
3065 2733
3066 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2736 * of death.
3069 */ 2737 */
3070#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3072 { 2740 {
3073 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2743 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2746 little bit harder. */
3079 /* GD */ 2747 /* GD */
3080 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2749 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2750 else
3086 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3087 num_stats_lose = 1; 2754 num_stats_lose = 1;
3088 } 2755
3089 lost_a_stat = 0; 2756 lost_a_stat = 0;
3090 2757
3091 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3092 { 2759 {
3093 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3094 2761
3095 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3096 { 2763 {
3097 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2765 * what he lost.
3099 */ 2766 */
3100 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2772 lost_a_stat = 1;
2773 }
2774 else
2775 {
2776 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion");
2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2782 {
2783 dep = arch_to_object (deparch);
2784 insert_ob_in_ob (dep, op);
3106 } 2785 }
3107 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3108 { 2788 {
3109 /* deplete a stat */ 2789 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3111 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3112 2792 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2793 {
3116 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3118 } 2796
3119 lose_this_stat = 1; 2797 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2798 if (keep_chance < 1)
2799 keep_chance = 1;
2800
2801 /* There is a maximum depletion total per level. */
2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2803 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2804 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2806 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2807 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2808 else
3161 if (this_stat >= -50)
3162 { 2809 {
3163 change_attr_value (&(dep->stats), i, -1); 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2815 }
3169 } 2816 }
3170 } 2817 }
2818
2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2822 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a
2826 * difference.
2827 */
2828 if (this_stat >= -50)
2829 {
2830 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats ();
2834 lost_a_stat = 1;
2835 }
3171 } 2836 }
2837 }
2838 }
3172 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2840 if (!lost_a_stat)
3174 { 2841 {
3175 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3178 2845
3179 if (god && (strcmp (god, "none"))) 2846 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2848 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2850 }
2851#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2853#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2854
3187 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2856 * exp loss on the stone.
3189 */ 2857 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2860 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2862 tmp->name_pl = buf;
3195 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); 2863 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);
3196 tmp->msg = buf; 2864 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2867
3200 /**************************************/ 2868 /**************************************/
3201 /* */ 2869 /* */
3202 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3205 /* */ 2873 /* */
3206
3207 /**************************************/ 2874 /**************************************/
3208 2875
3209 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2877 /* restore player */
3211 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
2880
3213 if (tmp) 2881 if (tmp)
3214 { 2882 {
3215 remove_ob (tmp); 2883 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2885 }
3219 2886
3220 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2889 if (tmp)
3223 { 2890 {
3224 remove_ob (tmp); 2891 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2893 }
2894
3228 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3229 2896
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3233 op->stats.food = 900; 2900 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2904
3238 /* 2905 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2906 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3241 * in the map. 2908 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3246 2910
3247 /****************************************/ 2911 /****************************************/
3248 /* */ 2912 /* */
3249 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3251 /* */ 2915 /* */
3252
3253 /****************************************/ 2916 /****************************************/
3254 2917
3255 enter_player_savebed (op); 2918 enter_player_savebed (op);
3256 2919
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2920 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2921
3263 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2925 * on the space that might harm the player.
3267 */ 2926 */
3268 will_kill_again = 0; 2927 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3273 } 2931
3274 if (will_kill_again) 2932 if (will_kill_again)
3275 { 2933 {
3276 object *force; 2934 object *force;
3277 int at; 2935 int at;
3278 2936
3279 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2939 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2944 force->resist[at] = 100;
3288 } 2945
3289 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3290 fix_player (op); 2947 op->update_stats ();
3291 2948
3292 } 2949 }
3293 2950
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 2952}
3363
3364 2953
3365void 2954void
3366loot_object (object *op) 2955loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3369 2958
3370 if (op->container) 2959 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2960
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3376 { 2962 {
3377 next = tmp->below; 2963 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3379 continue; 2966 continue;
3380 remove_ob (tmp); 2967
2968 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3382 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2973
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2975 {
3388 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3389 { 2977 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2979 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2981 }
3394 else 2982 else
3395 free_object (tmp); 2983 tmp->destroy ();
3396 } 2984 }
3397 else 2985 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2987 }
3400} 2988}
3402/* 2990/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2993 * was changed.
3406 */ 2994 */
3407
3408void 2995void
3409fix_weight (void) 2996fix_weight (void)
3410{ 2997{
3411 player *pl; 2998 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2999 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3001
3417 if (old == sum) 3002 if (old == sum)
3418 continue; 3003 continue;
3419 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3006 }
3422} 3007}
3423 3008
3424void 3009void
3425fix_luck (void) 3010fix_luck (void)
3426{ 3011{
3427 player *pl; 3012 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3432} 3015}
3433
3434 3016
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3438 */ 3020 */
3439
3440void 3021void
3441cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3442{ 3023{
3443 object *skop, *spob; 3024 object *skop, *spob;
3444 3025
3465 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3047 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3048
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3050
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3051 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3052}
3474 3053
3475void 3054void
3476make_visible (object *op) 3055make_visible (object *op)
3477{ 3056{
3480 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3481 { 3060 {
3482 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3484 } 3063 }
3064
3485 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3486} 3066}
3487 3067
3488int 3068int
3489is_true_undead (object *op) 3069is_true_undead (object *op)
3490{ 3070{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3072 return 1;
3495 3073
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3074 return 0;
3502} 3075}
3503 3076
3504/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3561 3134
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3136
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3568 { 3140 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3142 make_visible (op);
3571 return; 3143 return;
3572 } 3144 }
3573 else 3145 else
3574 num += 20; 3146 num += 20;
3575 } 3147
3576 num += op->map->difficulty; 3148 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3150 num -= hide;
3151
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3153 {
3581 make_visible (op); 3154 make_visible (op);
3582 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3157 }
3585 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3160}
3590 3161
3591/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3592 3163
3593int 3164int
3620 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3621 continue; 3192 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3194 continue;
3624 3195
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3197 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3199 return 1;
3629 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3630 { 3201 {
3660 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3661 { 3232 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3234 return -1;
3664 } 3235 }
3236
3665 if (!pl || !op) 3237 if (!pl || !op)
3666 return 0; 3238 return 0;
3667 3239
3668 if (op->head)
3669 {
3670 op = op->head; 3240 op = op->head_ ();
3671 } 3241
3672 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3673 3243
3674 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3245 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3684 3254
3685 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3256 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3257 * for any meaningful values.
3688 */ 3258 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3262 return 1;
3693 op = op->more; 3263 op = op->more;
3694 } 3264 }
3695 return 0; 3265 return 0;
3696} 3266}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3364 int i = 0, j = 0;
3795 3365
3796 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3805 3375
3806 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3807 return; 3377 return;
3808 3378
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3380
3811 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3812 { 3382 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3384 return;
3815 } 3385 }
3816 3386
3882 { 3452 {
3883 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3454 object *skin;
3885 3455
3886 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3459 ;
3460
3888 if (skin == NULL) 3461 if (!skin)
3889 return; 3462 return;
3890 3463
3891 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3466 {
3938 * not readied. 3511 * not readied.
3939 */ 3512 */
3940void 3513void
3941player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3942{ 3515{
3943 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3944 3518
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3946 { 3520 pl->combat_ob = 0;
3521
3947 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3948 { 3523 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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