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Comparing deliantra/server/server/player.C (file contents):
Revision 1.29 by root, Sun Dec 3 00:59:58 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 <#>
1643 * found object is returned. 1375 * found object is returned.
1644 */ 1376 */
1645object * 1377object *
1646find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1647{ 1379{
1648 object *tmp = NULL; 1380 object *tmp = 0;
1649 1381
1650 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1651 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))
1652 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1654 return op; 1386 return op;
1387
1655 return tmp; 1388 return tmp;
1656} 1389}
1657 1390
1658/* 1391/*
1659 * 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
1660 * 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
1661 * 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
1662 * 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.
1663 */ 1396 */
1664
1665object * 1397object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1399{
1668 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1468 * op = the shooter
1737 * type = bow->race 1469 * type = bow->race
1738 * dir = fire direction 1470 * dir = fire direction
1739 */ 1471 */
1740
1741object * 1472object *
1742pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1743{ 1474{
1744 object *tmp = NULL; 1475 object *tmp = NULL;
1745 maptile *m; 1476 maptile *m;
1810 */ 1541 */
1811int 1542int
1812fire_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)
1813{ 1544{
1814 object *left, *bow; 1545 object *left, *bow;
1815 int bowspeed, mflags; 1546 int mflags;
1816 maptile *m; 1547 maptile *m;
1817 1548
1818 if (!dir) 1549 if (!dir)
1819 { 1550 {
1820 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!");
1821 return 0; 1552 return 0;
1822 } 1553 }
1823 if (op->type == PLAYER) 1554
1824 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1825 else 1557 else
1826 { 1558 {
1827 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1828 /* 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
1829 * 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.
1834 if (!bow) 1566 if (!bow)
1835 { 1567 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1569 return 0;
1838 } 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
1839 } 1579 }
1580
1840 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1841 { 1582 {
1842 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);
1843 return 0; 1584 return 0;
1844 } 1585 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1586
1854 if (arrow == NULL) 1587 if (arrow == NULL)
1855 { 1588 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1590 {
1858 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1859 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);
1860 /* 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 */
1861 else 1594 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1863 return 0; 1597 return 0;
1864 } 1598 }
1865 } 1599 }
1600
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1603 return 0;
1870 } 1604
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1606 {
1873 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.");
1874 return 0; 1608 return 0;
1875 } 1609 }
1876 1610
1877 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1612 if (arrow->nrof == 0)
1879 { 1613 {
1880 remove_ob (arrow); 1614 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1615 return 0;
1883 } 1616 }
1884 1617
1885 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1620 if (!arrow)
1888 { 1621 {
1889 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);
1890 return 0; 1623 return 0;
1891 } 1624 }
1892 set_owner (arrow, op); 1625
1626 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1628 arrow->direction = dir;
1896 arrow->x = sx; 1629
1897 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;
1898 1667
1899 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1900 { 1669 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911
1912 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1934 } 1677 }
1935 else 1678 else
1936 { 1679 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1680 arrow->level = op->level;
1939 } 1681 arrow->stats.wc -= bow->magic;
1940 1682
1941 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1942 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1943 1688
1944 if (bow->slaying != NULL) 1689 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1691
1947 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1695
1951 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);
1952 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1953 1698
1954 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1700 move_arrow (arrow);
1956 1701
1957 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1977{ 1722{
1978 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1979 1724
1980 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1981 { 1726 {
1982 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);
1983 } 1728 }
1984 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)
1985 { 1730 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1732 wcmod = -1;
1733
1988 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);
1989 } 1735 }
1990 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1991 { 1737 {
1992 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);
1996 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1743 {
1998 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);
1999 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);
2000 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);
2001
2002 } 1747 }
2003 else 1748 else
2004 { 1749 {
2005 /* Simple case */ 1750 /* Simple case */
2006 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);
2007 } 1752 }
1753
2008 return ret; 1754 return ret;
2009} 1755}
2010
2011 1756
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2014 */ 1759 */
2015void 1760void
2016fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2017{ 1762{
2018 object *item; 1763 object *item = op->contr->ranged_ob;
2019 1764
2020 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2021 { 1766 {
2022 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.");
2023 return; 1768 return;
2024 } 1769 }
2025 1770
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1771 if (!item->inv)
2028 { 1772 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1774 return;
2031 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2032 if (item->type == WAND) 1780 if (item->type == WAND)
2033 { 1781 {
2034 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2035 { 1783 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2038 return; 1787 return;
2039 } 1788 }
2040 } 1789 }
2041 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2042 { 1791 {
2043 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))
2044 { 1793 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2046 if (item->type == ROD) 1796 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1798 else
2049 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
2050 return; 1801 return;
2051 } 1802 }
2052 } 1803 }
2053 1804
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2062 1813
2063 if (item->arch) 1814 if (item->arch)
2064 { 1815 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2067 item->speed = 0; 1818 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1819 }
1820
2070 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1823 }
2073 } 1824 }
2074 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1826 drain_rod_charge (item);
2077 }
2078 } 1827 }
2079} 1828}
2080 1829
2081/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2082 */ 1831 */
2087 1836
2088 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2090 make_visible (op); 1839 make_visible (op);
2091 1840
2092 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2093 { 1844 {
2094 case range_none: 1845 control_golem (op->contr->golem, dir);
2095 return; 1846 return;
1847 }
2096 1848
2097 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:
2098 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2099 return; 1861 break;
2100 1862
2101 case range_magic: /* Casting spells */ 1863 case SPELL:
2102 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);
2103 return; 1865 break;
2104 1866
2105 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:
2106 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2107 return; 1877 break;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2111 {
2112 op->contr->ranges[range_golem] = NULL;
2113 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 }
2116 else
2117 control_golem (op->contr->ranges[range_golem], dir);
2118 return;
2119
2120 case range_skill:
2121 if (!op->chosen_skill)
2122 {
2123 if (op->type == PLAYER)
2124 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2125 return;
2126 }
2127 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2128 return;
2129 case range_builder:
2130 apply_map_builder (op, dir);
2131 return;
2132 default:
2133 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2134 return;
2135 } 1878 }
2136} 1879}
2137
2138
2139 1880
2140/* find_key 1881/* find_key
2141 * 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
2142 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2143 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2145 * pl is the player, 1886 * pl is the player,
2146 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2147 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2148 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2149 */ 1890 */
2150
2151object * 1891object *
2152find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2153{ 1893{
2154 object *tmp, *key; 1894 object *tmp, *key;
2155 1895
2156 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2157 if (container->inv == NULL) 1897 if (!container->inv)
2158 return NULL; 1898 return 0;
2159 1899
2160 /* 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 */
2161 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2162 { 1902 {
2163 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2164 break; 1904 break;
2165 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2166 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2167 */ 1907 */
2168 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2169 break; 1909 break;
2170 } 1910 }
1911
2171 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2172 /* 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.
2173 * 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
2174 * a key, return 1915 * a key, return
2175 */ 1916 */
2176 if (!tmp) 1917 if (!tmp)
2177 { 1918 {
2178 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2179 { 1920 {
2180 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2181 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2182 { 1923 {
2183 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2184 return key; 1925 return key;
2185 } 1926 }
2186 } 1927 }
1928
2187 if (!tmp) 1929 if (!tmp)
2188 return NULL; 1930 return NULL;
2189 } 1931 }
1932
2190 /* 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,
2191 * see if we actually want to use it 1934 * see if we actually want to use it
2192 */ 1935 */
2193 if (pl != container) 1936 if (pl != container)
2194 { 1937 {
2215 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2216 "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));
2217 return NULL; 1960 return NULL;
2218 } 1961 }
2219 } 1962 }
1963
2220 return tmp; 1964 return tmp;
2221} 1965}
2222 1966
2223/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2224 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2226 * 0 otherwise 1970 * 0 otherwise
2227 */ 1971 */
2228static int 1972static int
2229player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2230{ 1974{
2231
2232 /* 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,
2233 * 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 -
2234 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2235 */ 1978 */
2236 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2239 if (key) 1982 if (key)
2240 { 1983 {
2241 object *container = key->env; 1984 object *container = key->env;
2242 1985
2243 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
2244 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2245 make_visible (op); 1989 make_visible (op);
1990
2246 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2247 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2248 if (door->type == DOOR) 1994 if (door->type == DOOR)
2249 {
2250 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 */
2251 }
2252 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2253 { 1997 {
2254 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));
2255 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2256 } 2000 }
2001
2257 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2258 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2259 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2260 if (container != op) 2005 if (container != op)
2261 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2262 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2263 } 2009 }
2264 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2265 { 2011 {
2266 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2267 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2268 return 1; 2014 return 1;
2269 } 2015 }
2016
2270 return 0; 2017 return 0;
2271} 2018}
2272 2019
2273/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2274 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2275 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2276 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2277 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2278 */ 2025 */
2279
2280void 2026void
2281move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2282{ 2028{
2283 object *tmp, *mon; 2029 object *tmp, *mon;
2284 sint16 nx, ny;
2285 int on_battleground; 2030 int on_battleground;
2286 maptile *m; 2031 maptile *m;
2287 2032
2288 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2289 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2290 2035
2291 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2292 2037
2293 /* 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
2294 * 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
2295 * 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
2296 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2301 */ 2046 */
2302 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))
2303 { 2048 {
2304 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2305 { 2050 {
2306 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2307 if (!m) 2052 if (!m)
2308 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2309 } 2054 }
2310 else 2055 else
2311 m = op->map; 2056 m = op->map;
2312 2057
2313 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2314 {
2315 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2316 return; 2059 return;
2317 }
2318 2060
2319 mon = NULL; 2061 mon = 0;
2320 /* 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
2321 * 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.
2322 * 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
2323 * on the space 2065 * on the space
2324 */ 2066 */
2325 while (tmp != NULL) 2067 while (tmp)
2326 { 2068 {
2327 if (tmp == op) 2069 if (tmp == op)
2328 { 2070 {
2329 tmp = tmp->above; 2071 tmp = tmp->above;
2330 continue; 2072 continue;
2340 mon = tmp; 2082 mon = tmp;
2341 2083
2342 tmp = tmp->above; 2084 tmp = tmp->above;
2343 } 2085 }
2344 2086
2345 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2346 return; /* into a wall */ 2088 return; /* into a wall */
2347 2089
2348 if (mon->head != NULL) 2090 if (mon->head)
2349 mon = mon->head; 2091 mon = mon->head;
2350 2092
2351 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))
2352 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2353 return; 2095 return;
2365 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2366 */ 2108 */
2367 if ((op->type == PLAYER) 2109 if ((op->type == PLAYER)
2368#if COZY_SERVER 2110#if COZY_SERVER
2369 && 2111 &&
2370 ((get_owner (mon) && get_owner (mon)->contr 2112 ((mon->owner && mon->owner->contr
2371 && 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)
2372#else 2114#else
2373 && get_owner (mon) == op 2115 && mon->owner == op
2374#endif 2116#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 { 2118 {
2377 /* 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 */
2378 if (op->contr->braced) 2120 if (op->contr->braced)
2379 return; 2121 return;
2122
2380 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);
2381 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2382 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2126 make_visible (op);
2127
2384 return; 2128 return;
2385 } 2129 }
2386 2130
2387 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2388 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2390 * attack them either. 2134 * attack them either.
2391 */ 2135 */
2392 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2393 (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)) && (
2394#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2395 (op->contr->peaceful 2139 (op->contr->peaceful
2396 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2397 && mon->contr-> 2141 && mon->contr->
2398 peaceful)) && 2142 peaceful)) &&
2399#else 2143#else
2400 op->contr->peaceful && 2144 op->contr->peaceful &&
2401#endif 2145#endif
2402 !on_battleground)) 2146 !on_battleground))
2403 { 2147 {
2404 if (!op->contr->braced) 2148 if (!op->contr->braced)
2405 { 2149 {
2406 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);
2407 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2408 } 2152 }
2409 else 2153 else
2410 {
2411 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2412 } 2155
2413 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2414 make_visible (op); 2157 make_visible (op);
2415 } 2158 }
2416 2159
2417 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2428 * 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
2429 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2430 * 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
2431 * 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.
2432 */ 2175 */
2433
2434 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2435 ((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)))
2436 { 2178 {
2437
2438 /* If the player hasn't hit something this tick, and does
2439 * so, give them speed boost based on weapon speed. Doing
2440 * it here is better than process_players2, which basically
2441 * incurred a 1 tick offset.
2442 */
2443 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2444 { 2180 {
2181 op->contr->has_hit = 1;
2445 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2446
2447 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2448 } 2183 }
2449 2184
2450 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2451 2186
2452 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2453 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2454 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2455 * the wiz. 2190 * the wiz.
2457 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))
2458 { 2193 {
2459 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2460 2195
2461 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2462 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2463 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2464 } 2199 }
2200
2465 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2466 make_visible (op); 2202 make_visible (op);
2467 } 2203 }
2468 } /* if player should attack something */ 2204 } /* if player should attack something */
2469} 2205}
2471int 2207int
2472move_player (object *op, int dir) 2208move_player (object *op, int dir)
2473{ 2209{
2474 int pick; 2210 int pick;
2475 2211
2476 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2477 return 0; 2213 return 0;
2478 2214
2479 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2480 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2481 { 2217 {
2482 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2483 return 0; 2219 return 0;
2484 } 2220 }
2485 2221
2486 /* peterm: added following line */ 2222 /* peterm: added following line */
2487 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2488 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2489 2225
2490 op->facing = dir; 2226 op->facing = dir;
2491 2227
2492 if (op->hide) 2228 if (op->hide)
2493 do_hidden_move (op); 2229 do_hidden_move (op);
2504 2240
2505 /* 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
2506 * server can handle repeat firing. 2242 * server can handle repeat firing.
2507 */ 2243 */
2508 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2509 {
2510 op->direction = dir; 2245 op->direction = dir;
2511 }
2512 else 2246 else
2513 {
2514 op->direction = 0; 2247 op->direction = 0;
2515 } 2248
2516 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2517 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2518 * for players. 2251 * for players.
2519 */ 2252 */
2520 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2529 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2530 */ 2263 */
2531int 2264int
2532handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2533{ 2266{
2534 if (op->contr->hidden)
2535 {
2536 op->invisible = 1000;
2537 /* the socket code flashes the player visible/invisible
2538 * depending on the value of invisible, so we need to
2539 * alternate it here for it to work correctly.
2540 */
2541 if (pticks & 2)
2542 op->invisible--;
2543 }
2544 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2545 {
2546 op->invisible--;
2547 if (!op->invisible)
2548 {
2549 make_visible (op);
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2551 }
2552 }
2553
2554 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2555 { 2268 {
2556 flee_player (op); 2269 flee_player (op);
2270
2557 /* 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 */
2558 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2559 { 2273 {
2560 op->speed_left--; 2274 --op->speed_left;
2561 return 0; 2275 return 0;
2562 } 2276 }
2563 }
2564
2565 /* I've been seeing crashes where the golem has been destroyed, but
2566 * the player object still points to the defunct golem. The code that
2567 * destroys the golem looks correct, and it doesn't always happen, so
2568 * put this in a a workaround to clean up the golem pointer.
2569 */
2570 if (op->contr->ranges[range_golem] &&
2571 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2572 {
2573 op->contr->ranges[range_golem] = NULL;
2574 op->contr->golem_count = 0;
2575 } 2277 }
2576 2278
2577 /* 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
2578 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2281 * called, so we recheck it here.
2580 */ 2282 */
2581 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2582 if (op->speed_left < 0)
2583 return 0; 2284 return 1;
2584 2285
2286 if (op->speed_left > 0.f)
2287 {
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 { 2289 {
2587 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2588 op->speed_left--; 2291 --op->speed_left;
2589 2292
2590 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2591 * 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
2592 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2593 */ 2296 */
2594 move_player (op, op->direction); 2297 move_player (op, op->direction);
2595 if (op->speed_left > 0) 2298
2596 return 1; 2299 return op->speed_left > 0.f;
2597 else 2300 }
2598 return 0;
2599 } 2301 }
2302
2600 return 0; 2303 return 0;
2601} 2304}
2602 2305
2603int 2306int
2604save_life (object *op) 2307save_life (object *op)
2605{ 2308{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2310 return 0;
2610 2311
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2314 {
2614 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);
2615 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
2616 if (op->contr) 2318 if (op->contr)
2617 esrv_del_item (op->contr, tmp->count); 2319 esrv_del_item (op->contr, tmp->count);
2618 remove_ob (tmp); 2320
2619 free_object (tmp); 2321 tmp->destroy ();
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2322 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323
2621 if (op->stats.hp < 0) 2324 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2326
2623 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2624 op->stats.food = 999; 2328 op->stats.food = 999;
2625 fix_player (op); 2329
2330 op->update_stats ();
2626 return 1; 2331 return 1;
2627 } 2332 }
2333
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2337 return 0;
2632} 2338}
2637 * from. 2343 * from.
2638 */ 2344 */
2639void 2345void
2640remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2641{ 2347{
2642 object *next;
2643
2644 while (op) 2348 while (op)
2645 { 2349 {
2646 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' */
2647 * we remove object 'op' 2351
2648 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 { 2353 {
2651 remove_ob (op);
2652 op->x = env->x;
2653 op->y = env->y;
2654 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2657 } 2358 }
2658 else if (op->inv) 2359 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2660 op = next; 2362 op = next;
2661 } 2363 }
2662} 2364}
2663
2664 2365
2665/* 2366/*
2666 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2667 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2668 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2679 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else 2383 else
2683 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2387 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2687 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);
2688 else 2390 else
2689 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
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2394 strcat (buf2, buf);
2692 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2693 { 2396 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf); 2399 strcat (buf2, buf);
2697 } 2400 }
2401
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2701 return buf2; 2406 return buf2;
2702} 2407}
2703
2704
2705 2408
2706void 2409void
2707do_some_living (object *op) 2410do_some_living (object *op)
2708{ 2411{
2709 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2715 int rate_grace = 2000; 2418 int rate_grace = 2000;
2716 const int max_hp = 1; 2419 const int max_hp = 1;
2717 const int max_sp = 1; 2420 const int max_sp = 1;
2718 const int max_grace = 1; 2421 const int max_grace = 1;
2719 2422
2720 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2721 {
2722 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2723 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2724 flush_output_element (op, &op->contr->outputs[i]);
2725 } 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 }
2726 2441
2727 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2728 { 2443 {
2729
2730 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2731 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2732 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2733 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2734 else 2448 else
2735 { 2449 {
2736 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2737 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2738 } 2452 }
2453
2739 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2740 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2741 else 2456 else
2742 { 2457 {
2743 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2744 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2745 } 2460 }
2461
2746 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2747 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2748 else 2464 else
2749 { 2465 {
2750 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2751 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2752 } 2468 }
2753 2469
2754 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2755 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2756 { 2472 {
2757 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);
2758 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2759 { 2475 {
2760 op->stats.sp++; 2476 op->stats.sp++;
2766 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2767 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))
2768 op->stats.food = last_food; 2484 op->stats.food = last_food;
2769 } 2485 }
2770 } 2486 }
2487
2771 if (max_sp > 1) 2488 if (max_sp > 1)
2772 { 2489 {
2773 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2774 if (over_sp > 0) 2491 if (over_sp > 0)
2775 { 2492 {
2776 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2777 { 2494 {
2778 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2779 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))
2780 op->stats.sp--; 2498 op->stats.sp--;
2499
2781 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2782 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2783 } 2502 }
2784 op->last_sp = 0; 2503 op->last_sp = 0;
2785 } 2504 }
2786 else 2505 else
2787 {
2788 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);
2789 }
2790 } 2507 }
2791 else 2508 else
2792 {
2793 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);
2794 }
2795 } 2510 }
2796 2511
2797 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2798 /* 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. */
2799 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2800 { 2515 {
2801 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2802 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2803 if (max_grace > 1) 2519 if (max_grace > 1)
2804 { 2520 {
2805 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2806 if (over_grace > 0) 2522 if (over_grace > 0)
2807 { 2523 {
2835 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2836 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))
2837 op->stats.food = last_food; 2553 op->stats.food = last_food;
2838 } 2554 }
2839 } 2555 }
2556
2840 if (max_hp > 1) 2557 if (max_hp > 1)
2841 { 2558 {
2842 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2843 if (over_hp > 0) 2560 if (over_hp > 0)
2844 { 2561 {
2868 2585
2869 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2870 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);
2871 else 2588 else
2872 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2873 /* dms do not consume food */ 2591 /* dms do not consume food */
2874 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2875 op->stats.food--; 2593 op->stats.food--;
2876 } 2594 }
2877 }
2878 2595
2879 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2880 { 2597 {
2881 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2882 2599
2883 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2884 { 2601 {
2885 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 {
2887 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2888 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2889 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.");
2890 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2891 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2892 break; 2609 break;
2893 } 2610 }
2894 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2895 flesh = tmp; 2612 flesh = tmp;
2896 } /* End if paid for object */ 2613 } /* End if paid for object */
2897 } /* end of for loop */ 2614 } /* end of for loop */
2615
2898 /* 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
2899 * eat flesh instead. 2617 * eat flesh instead.
2900 */ 2618 */
2901 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2902 { 2620 {
2903 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.");
2904 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2905 } 2623 }
2906 } /* end if player is starving */ 2624 }
2907 2625
2908 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2909 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2910 2628
2911 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))
2912 kill_player (op); 2630 kill_player (op);
2631 }
2913} 2632}
2914
2915
2916 2633
2917/* 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.
2918 * 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
2919 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2920 * file. 2637 * file.
2950 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!");
2951 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...");
2952 2669
2953 /* restore player */ 2670 /* restore player */
2954 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2673 {
2958 remove_ob (tmp); 2674 tmp->destroy ();
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 } 2676 }
2962 2677
2963 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2965 if (tmp)
2966 { 2680 {
2967 remove_ob (tmp); 2681 tmp->destroy ();
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2683 }
2971 2684
2972 cure_disease (op, 0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2974 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2975 op->stats.food = 999; 2688 op->stats.food = 999;
2976 2689
2977 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2978 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2979 if (tmp != NULL)
2980 { 2692 {
2981 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2982 tmp->name = buf; 2694 tmp->name = buf;
2983 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2984 " 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",
2985 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2986 tmp->msg = buf; 2698 tmp->msg = buf;
2987 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2988 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2989 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2990 insert_ob_in_map (tmp, op->map, op, 0);
2991 } 2702 }
2992 2703
2993 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2994 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2995 op->contr->braced = 0; 2706 op->contr->braced = 0;
3000 2711
3001 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
3002 2713
3003 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
3004 { 2715 {
3005 if (op->contr->explore)
3006 {
3007 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3008 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3009 op->stats.food = 999;
3010 return;
3011 }
3012 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
3013 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
3014 } 2718 }
3015 else 2719 else
3016 {
3017 if (op->contr->explore)
3018 {
3019 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3020 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3021 op->stats.hp = op->stats.maxhp;
3022 return;
3023 }
3024 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
3025 } 2721
3026 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3027 2723
3028 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3029 x = op->x; 2725 x = op->x;
3030 y = op->y; 2726 y = op->y;
3031 map = op->map; 2727 map = op->map;
3032 2728
3033
3034 if (settings.not_permadeth == TRUE)
3035 {
3036 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3037 * 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.
3038 * 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.
3039 */ 2732 */
3040 2733
3041 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3042 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3043 * of death. 2736 * of death.
3044 */ 2737 */
3045#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3046 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3047 { 2740 {
3048 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3049 /* 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
3050 more if they do. */ 2743 more if they do. */
3051 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3052 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3053 little bit harder. */ 2746 little bit harder. */
3054 /* GD */ 2747 /* GD */
3055 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3056 num_stats_lose = 1; 2749 num_stats_lose = 1;
3057 else
3058 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3059 }
3060 else 2750 else
3061 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3062 num_stats_lose = 1; 2754 num_stats_lose = 1;
3063 } 2755
3064 lost_a_stat = 0; 2756 lost_a_stat = 0;
3065 2757
3066 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3067 { 2759 {
3068 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3069 2761
3070 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3071 { 2763 {
3072 /* 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
3073 * what he lost. 2765 * what he lost.
3074 */ 2766 */
3075 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3076 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3077 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3078 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3079 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3080 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);
3081 } 2785 }
3082 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3083 { 2788 {
3084 /* deplete a stat */ 2789 /* GD */
3085 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3086 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3087 2792 if (this_stat < 0)
3088 dep = present_arch_in_ob (deparch, op);
3089 if (!dep)
3090 { 2793 {
3091 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3093 } 2796
3094 lose_this_stat = 1; 2797 /* Yes, I am paranoid. Sue me. */
3095 if (settings.balanced_stat_loss)
3096 {
3097 /* GD */
3098 /* Get the stat that we're about to deplete. */
3099 this_stat = get_attr_value (&(dep->stats), i);
3100 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)
3101 { 2803 {
3102 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3103 int keep_chance = this_stat * this_stat;
3104
3105 /* Yes, I am paranoid. Sue me. */
3106 if (keep_chance < 1)
3107 keep_chance = 1;
3108
3109 /* There is a maximum depletion total per level. */
3110 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3111 {
3112 lose_this_stat = 0; 2804 lose_this_stat = 0;
3113 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3114 retain the stat. */ 2806 retain the stat. */
3115 }
3116 else
3117 {
3118 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3119 lose_this_stat = 0;
3120 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3121 this_stat, keep_chance, loss_chance,
3122 lose_this_stat?"LOSE":"KEEP"); */
3123 }
3124 } 2807 }
3125 }
3126
3127 if (lose_this_stat)
3128 {
3129 this_stat = get_attr_value (&(dep->stats), i);
3130 /* We could try to do something clever like find another
3131 * stat to reduce if this fails. But chances are, if
3132 * stats have been depleted to -50, all are pretty low
3133 * and should be roughly the same, so it shouldn't make a
3134 * difference.
3135 */ 2808 else
3136 if (this_stat >= -50)
3137 { 2809 {
3138 change_attr_value (&(dep->stats), i, -1); 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3139 SET_FLAG (dep, FLAG_APPLIED);
3140 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3141 fix_player (op);
3142 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"); */
3143 } 2815 }
3144 } 2816 }
3145 } 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 }
3146 } 2836 }
2837 }
2838 }
3147 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3148 if (!lost_a_stat) 2840 if (!lost_a_stat)
3149 { 2841 {
3150 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3151 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3152 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3153 2845
3154 if (god && (strcmp (god, "none"))) 2846 if (god && (strcmp (god, "none")))
3155 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);
3156 else 2848 else
3157 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.");
3158 } 2850 }
3159#else 2851#else
3160 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3161#endif 2853#endif
3162 2854
3163 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3164 * exp loss on the stone. 2856 * exp loss on the stone.
3165 */ 2857 */
3166 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3167 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3168 tmp->name = buf; 2860 tmp->name = buf;
3169 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3170 tmp->name_pl = buf; 2862 tmp->name_pl = buf;
3171 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);
3172 tmp->msg = buf; 2864 tmp->msg = buf;
3173 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3174 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3175 2867
3176 /**************************************/ 2868 /**************************************/
3177 /* */ 2869 /* */
3178 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3179 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3180 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3181 /* */ 2873 /* */
3182 /**************************************/ 2874 /**************************************/
3183 2875
3184 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */ 2877 /* restore player */
3186 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
2880
3188 if (tmp) 2881 if (tmp)
3189 { 2882 {
3190 remove_ob (tmp); 2883 tmp->destroy ();
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 } 2885 }
3194 2886
3195 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3197 if (tmp) 2889 if (tmp)
3198 { 2890 {
3199 remove_ob (tmp); 2891 tmp->destroy ();
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 } 2893 }
3203 2894
3204 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3205 2896
3206 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3207 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3208 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3209 op->stats.food = 900; 2900 op->stats.food = 900;
3210 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3211 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3212 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3213 2904
3214 /* 2905 /*
3215 * 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
3216 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3217 * in the map. 2908 */
3218 */
3219
3220 if (is_in_shop (op))
3221 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3222 2910
3223 /****************************************/ 2911 /****************************************/
3224 /* */ 2912 /* */
3225 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3226 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3227 /* */ 2915 /* */
3228 /****************************************/ 2916 /****************************************/
3229 2917
3230 enter_player_savebed (op); 2918 enter_player_savebed (op);
3231 2919
3232 /* Save the player before inserting the force to reduce
3233 * chance of abuse.
3234 */
3235 op->contr->braced = 0; 2920 op->contr->braced = 0;
3236 save_player (op, 1);
3237 2921
3238 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3239 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3240 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3241 * on the space that might harm the player. 2925 * on the space that might harm the player.
3242 */ 2926 */
3243 will_kill_again = 0; 2927 will_kill_again = 0;
3244 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)
3245 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3246 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3247 2931
3248 if (will_kill_again) 2932 if (will_kill_again)
3249 { 2933 {
3250 object *force; 2934 object *force;
3251 int at; 2935 int at;
3252 2936
3253 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3254 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3255 force->speed = 0.1; 2939 force->speed = 0.1f;
3256 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3257 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3258 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3259 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3260 force->resist[at] = 100; 2944 force->resist[at] = 100;
3261 2945
3262 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3263 fix_player (op); 2947 op->update_stats ();
3264 2948
3265 } 2949 }
3266 2950
3267 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3268 return;
3269 } /* NOT_PERMADETH */
3270 else
3271 {
3272 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3273 * should probably be embedded in an else statement.
3274 */
3275
3276 op->contr->party = NULL;
3277 if (settings.set_title == TRUE)
3278 op->contr->own_title[0] = '\0';
3279 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3280 check_score (op);
3281 if (op->contr->ranges[range_golem] != NULL)
3282 {
3283 remove_friendly_object (op->contr->ranges[range_golem]);
3284 remove_ob (op->contr->ranges[range_golem]);
3285 free_object (op->contr->ranges[range_golem]);
3286 op->contr->ranges[range_golem] = NULL;
3287 op->contr->golem_count = 0;
3288 }
3289 loot_object (op); /* Remove some of the items for good */
3290 remove_ob (op);
3291 op->direction = 0;
3292
3293 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3294 {
3295 delete_character (op->name, 0);
3296 if (settings.resurrection == TRUE)
3297 {
3298 /* save playerfile sans equipment when player dies
3299 ** then save it as player.pl.dead so that future resurrection
3300 ** type spells will work on them nicely
3301 */
3302 delete_character (op->name, 0);
3303 op->stats.hp = op->stats.maxhp;
3304 op->stats.food = 999;
3305
3306 /* set the location of where the person will reappear when */
3307 /* maybe resurrection code should fix map also */
3308 strcpy (op->contr->maplevel, settings.emergency_mapname);
3309 if (op->map != NULL)
3310 op->map = NULL;
3311 op->x = settings.emergency_x;
3312 op->y = settings.emergency_y;
3313 save_player (op, 0);
3314 op->map = map;
3315 /* please see resurrection.c: peterm */
3316 dead_player (op);
3317 }
3318 else
3319 delete_character (op->name, 1);
3320 }
3321
3322 play_again (op);
3323
3324 /* peterm: added to create a corpse at deathsite. */
3325 tmp = arch_to_object (archetype::find ("corpse_pl"));
3326 sprintf (buf, "%s", &op->name);
3327 tmp->name = tmp->name_pl = buf;
3328 tmp->level = op->level;
3329 tmp->x = x;
3330 tmp->y = y;
3331 tmp->msg = gravestone_text (op);
3332 SET_FLAG (tmp, FLAG_UNIQUE);
3333 insert_ob_in_map (tmp, map, NULL, 0);
3334 }
3335} 2952}
3336
3337 2953
3338void 2954void
3339loot_object (object *op) 2955loot_object (object *op)
3340{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3341 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3342 2958
3343 if (op->container) 2959 op->close_container (); /* close open sack first */
3344 { /* close open sack first */
3345 esrv_apply_container (op, op->container);
3346 }
3347 2960
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3349 { 2962 {
3350 next = tmp->below; 2963 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3352 continue; 2966 continue;
3353 remove_ob (tmp); 2967
2968 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3355 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3357 loot_object (tmp); 2973
3358 }
3359 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))))
3360 { 2975 {
3361 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3362 { 2977 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3364 free_object (tmp2); 2979 tmp2->destroy ();
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2981 }
3367 else 2982 else
3368 free_object (tmp); 2983 tmp->destroy ();
3369 } 2984 }
3370 else 2985 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 2987 }
3373} 2988}
3375/* 2990/*
3376 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3377 * 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
3378 * was changed. 2993 * was changed.
3379 */ 2994 */
3380
3381void 2995void
3382fix_weight (void) 2996fix_weight (void)
3383{ 2997{
3384 player *pl; 2998 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 { 2999 {
3388 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3389 3001
3390 if (old == sum) 3002 if (old == sum)
3391 continue; 3003 continue;
3392 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3393 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);
3394 } 3006 }
3395} 3007}
3396 3008
3397void 3009void
3398fix_luck (void) 3010fix_luck (void)
3399{ 3011{
3400 player *pl; 3012 for_all_players (pl)
3401
3402 for (pl = first_player; pl != NULL; pl = pl->next)
3403 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3404 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3405} 3015}
3406
3407 3016
3408/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3409 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3410 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3411 */ 3020 */
3412
3413void 3021void
3414cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3415{ 3023{
3416 object *skop, *spob; 3024 object *skop, *spob;
3417 3025
3438 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3439 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);
3440 3048
3441 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3442 3050
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3051 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 3052}
3447 3053
3448void 3054void
3449make_visible (object *op) 3055make_visible (object *op)
3450{ 3056{
3453 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3454 { 3060 {
3455 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3456 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3457 } 3063 }
3064
3458 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3459} 3066}
3460 3067
3461int 3068int
3462is_true_undead (object *op) 3069is_true_undead (object *op)
3463{ 3070{
3464 object *tmp = NULL;
3465
3466 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3467 return 1; 3072 return 1;
3468 3073
3469 if (op->type == PLAYER)
3470 for (tmp = op->inv; tmp; tmp = tmp->below)
3471 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3472 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3473 return 1;
3474 return 0; 3074 return 0;
3475} 3075}
3476 3076
3477/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3478 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3534 3134
3535 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3536 3136
3537 /* 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! */
3538 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3539 {
3540 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3541 { 3140 {
3542 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!");
3543 make_visible (op); 3142 make_visible (op);
3544 return; 3143 return;
3545 } 3144 }
3546 else 3145 else
3547 num += 20; 3146 num += 20;
3548 } 3147
3549 num += op->map->difficulty; 3148 num += op->map->difficulty;
3550 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3551 num -= hide; 3150 num -= hide;
3151
3552 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3553 { 3153 {
3554 make_visible (op); 3154 make_visible (op);
3555 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3556 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!");
3557 } 3157 }
3558 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3559 {
3560 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);
3561 }
3562} 3160}
3563 3161
3564/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3565 3163
3566int 3164int
3593 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3594 continue; 3192 continue;
3595 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)))
3596 continue; 3194 continue;
3597 3195
3598 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)
3599 { 3197 {
3600 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))
3601 return 1; 3199 return 1;
3602 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3603 { 3201 {
3633 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3634 { 3232 {
3635 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3636 return -1; 3234 return -1;
3637 } 3235 }
3236
3638 if (!pl || !op) 3237 if (!pl || !op)
3639 return 0; 3238 return 0;
3640 3239
3641 if (op->head)
3642 {
3643 op = op->head; 3240 op = op->head_ ();
3644 } 3241
3645 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3646 3243
3647 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3648 * through the object and find if it has any 3245 * through the object and find if it has any
3649 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3657 3254
3658 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3659 * 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
3660 * for any meaningful values. 3257 * for any meaningful values.
3661 */ 3258 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3664 !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)])
3665 return 1; 3262 return 1;
3666 op = op->more; 3263 op = op->more;
3667 } 3264 }
3668 return 0; 3265 return 0;
3669} 3266}
3766 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3767 int i = 0, j = 0; 3364 int i = 0, j = 0;
3768 3365
3769 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3770 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3771 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3772 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3773 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3774 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3775 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3776 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3777 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3778 3375
3779 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3780 return; 3377 return;
3781 3378
3782 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++);
3783 3380
3784 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3785 { 3382 {
3786 /* 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]); */
3787 return; 3384 return;
3788 } 3385 }
3789 3386
3855 { 3452 {
3856 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3857 object *skin; 3454 object *skin;
3858 3455
3859 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3860 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
3861 if (skin == NULL) 3461 if (!skin)
3862 return; 3462 return;
3863 3463
3864 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3865 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3866 { 3466 {
3911 * not readied. 3511 * not readied.
3912 */ 3512 */
3913void 3513void
3914player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3915{ 3515{
3916 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3917 3518
3918 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3919 { 3520 pl->combat_ob = 0;
3521
3920 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3921 { 3523 pl->ranged_ob = 0;
3922 pl->ranges[i] = NULL;
3923 if (pl->shoottype == i)
3924 {
3925 pl->shoottype = range_none;
3926 }
3927 }
3928 }
3929} 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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