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Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184} 150}
185 151
186int 152float
187playername_ok (const char *cp) 153player::weapon_speed () const
188{ 154{
189 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 156}
310 157
311/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
312static void 159static void
313set_first_map (object *op) 160set_first_map (object *op)
314{ 161{
315 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
316 op->x = -1; 163 op->x = -1;
317 op->y = -1; 164 op->y = -1;
318 enter_exit (op, NULL);
319} 165}
320 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
321/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
323 * mode. 377 * mode.
324 */ 378 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
330 383
331 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 385
335 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
337 389
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 390 set_first_map (pl->ob);
345 391
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 392 return pl;
354} 393}
355 394
356/* 395/*
357 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
367 { 406 {
368 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
369 at = first_archetype; 408 at = first_archetype;
370 else 409 else
371 at = at->next; 410 at = at->next;
411
372 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
373 return at; 413 return at;
414
374 if (at == start) 415 if (at == start)
375 { 416 {
376 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 418 exit (-1);
378 } 419 }
379 } 420 }
380} 421}
381 422
382
383object * 423object *
384get_nearest_player (object *mon) 424get_nearest_player (object *mon)
385{ 425{
386 object *op = NULL; 426 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 427 objectlink *ol;
389 unsigned lastdist; 428 unsigned lastdist;
390 rv_vector rv; 429 rv_vector rv;
391 430
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 432 {
394 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 440 object *tmp = ol->ob;
402 441
403 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 443 * itself will have been cleared.
405 */ 444 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
407 ol = ol->next; 447 ol = ol->next;
408 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
409 if (!ol) 449 if (!ol)
410 return op; 450 return op;
411 } 451 }
424 { 464 {
425 op = ol->ob; 465 op = ol->ob;
426 lastdist = rv.distance; 466 lastdist = rv.distance;
427 } 467 }
428 } 468 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 469
430 { 470 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
435 { 473 {
436 op = pl->ob; 474 op = pl->ob;
437 lastdist = rv.distance; 475 lastdist = rv.distance;
438 } 476 }
439 } 477
440 }
441#if 0 478#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 480#endif
444 return op; 481 return op;
445} 482}
463 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 502 * is probably not a good thing.
466 */ 503 */
467#define MAX_SPACES 50 504#define MAX_SPACES 50
468
469 505
470/* 506/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 540 x = mon->x;
505 y = mon->y; 541 y = mon->y;
506 m = mon->map; 542 m = mon->map;
507 dir = rv.direction; 543 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
510 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 548 if (diff > max)
512 return 0; 549 return 0;
550
513 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
514 { 552 {
515 lastx = x; 553 lastx = x;
516 lasty = y; 554 lasty = y;
517 lastmap = m; 555 lastmap = m;
599 max--; 637 max--;
600 lastdir = dir; 638 lastdir = dir;
601 if (!firstdir) 639 if (!firstdir)
602 firstdir = dir; 640 firstdir = dir;
603 } 641 }
642
604 if (diff <= 1) 643 if (diff <= 1)
605 { 644 {
606 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 646 * headed toward player for entire distance.
608 */ 647 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 650 }
651
612 if (diff > max) 652 if (diff > max)
613 return 0; 653 return 0;
614 } 654 }
655
615 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
616 if (!max) 657 if (!max)
617 return 0; 658 return 0;
618 659
619 return firstdir; 660 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 691 {
651 remove_ob (op); 692 op->destroy ();
652 free_object (op);
653 continue; 693 continue;
654 } 694 }
655 } 695 }
656 696
657 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
669 break; 709 break;
670 710
671 if (tmp) 711 if (tmp)
672 { 712 {
673 remove_ob (op); 713 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 715 continue;
677 } 716 }
717
678 if (op->nrof > 1) 718 if (op->nrof > 1)
679 op->nrof = 1; 719 op->nrof = 1;
680 } 720 }
681 721
682 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 736 }
697 if (op->type == SPELL) 737 if (op->type == SPELL)
698 { 738 {
699 remove_ob (op); 739 op->destroy ();
700 free_object (op);
701 continue; 740 continue;
702 } 741 }
703 else if (op->type == SKILL) 742 else if (op->type == SKILL)
704 { 743 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
715 link_player_skills (pl); 754 link_player_skills (pl);
716} 755}
717 756
718void 757void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
803{ 759{
804 if (party == NULL) 760 if (party == NULL)
805 { 761 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 763 return;
808 } 764 }
765
809 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 770}
814
815 771
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 773static int
818roll_stat (void) 774roll_stat (void)
819{ 775{
820 int a[4], i, j, k; 776 int a[4], i, j, k;
821 777
822 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
824 780
825 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 782 if (a[i] < k)
827 k = a[i], j = i; 783 k = a[i], j = i;
828 784
829 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 786 if (i != j)
832 k += a[i]; 787 k += a[i];
833 } 788
834 return k; 789 return k;
835} 790}
836 791
837void 792void
838roll_stats (object *op) 793object::roll_stats ()
839{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
840 int sum = 0; 799 int sum = 0;
841 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
843 802
844 do 803 if (sum >= 82 && sum <= 116)
804 break;
845 { 805 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 806
857 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 809
866 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
867 do 811 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 812
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 813 stats.exp = 0;
902 op->stats.ac = 0; 814 stats.ac = 0;
903 815
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
912 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
913} 828}
914 829
915void 830void
916Roll_Again (object *op) 831object::swap_stats (int a, int b)
917{ 832{
918 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 834
923void 835 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
925{ 862{
926 signed char tmp;
927 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
928 864
929 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 869}
1044 870
1045/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1049 * not the class. 875 * not the class.
1050 */ 876 */
1051 877void
1052int 878player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 879{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1071 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1073 889
1074 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1075 891
1076 if (op->msg) 892 if (ob->msg)
1077 op->msg = NULL; 893 ob->msg = 0;
1078 894
1079 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1080 * to save here. 896 * to save here.
1081 */ 897 */
898 {
899 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1084 903
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 904 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 907 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1093 fix_player (op); 909 ob->update_stats ();
1094 910
1095 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1096 * is one for this race 912 * is one for this race
1097 */ 913 */
1098 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1099 { 915 {
1100 object *tmp; 916 object *tmp;
1101 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1102 918
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 920 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1110 * default initial map */ 926 * default initial map */
1111 free_object (tmp); 927 tmp->destroy ();
1112 } 928 }
1113 else 929 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 931}
1117 return 0;
1118 }
1119 932
933void
934player::chargen_race_next ()
935{
1120 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1122 */ 938 */
1123 939
1124 tmp_loop = 0; 940 do
1125 while (!tmp_loop)
1126 { 941 {
1127 shstr name = op->name; 942 shstr name = ob->name;
1128 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1129 944
1130 remove_statbonus (op); 945 ob->remove_statbonus ();
1131 remove_ob (op); 946 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 948 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 949 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1137 op->x = x; 952 ob->x = x;
1138 op->y = y; 953 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 957 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 958 }
959 while (!allowed_class (ob));
1145 960
1146 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 963 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 966 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 967}
1208 968
1209void 969void
1210flee_player (object *op) 970flee_player (object *op)
1211{ 971{
1241 { 1001 {
1242 op->enemy = NULL; 1002 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1004 return;
1245 } 1005 }
1006
1246 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1247 1008
1248 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1250 { 1011 {
1251 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1252 1013
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1015 return;
1256 }
1257 } 1016 }
1017
1258 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1020 op->enemy = NULL;
1261} 1021}
1262 1022
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1025 * stop.
1267 */ 1026 */
1268int 1027int
1269check_pick (object *op) 1028check_pick (object *op)
1270{ 1029{
1271 object *tmp, *next; 1030 object *tmp, *next;
1272 int stop = 0; 1031 int stop = 0;
1273 int j, k, wvratio; 1032 int wvratio;
1274 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1275 1034
1276 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1278 return 1; 1037 return 1;
1279 1038
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1109 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1114 }
1115
1384 /* philosophy: 1116 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1121 * example.
1390 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
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 (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 {
2112 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none;
2114 }
2115 else
2116 control_golem (op->contr->ranges[range_golem], dir);
2117 return;
2118
2119 case range_skill:
2120 if (!op->chosen_skill)
2121 {
2122 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2124 return;
2125 }
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return;
2128 case range_builder:
2129 apply_map_builder (op, dir);
2130 return;
2131 default:
2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133 return;
2134 } 1878 }
2135} 1879}
2136
2137
2138 1880
2139/* find_key 1881/* find_key
2140 * 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
2141 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1886 * pl is the player,
2145 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2148 */ 1890 */
2149
2150object * 1891object *
2151find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2152{ 1893{
2153 object *tmp, *key; 1894 object *tmp, *key;
2154 1895
2155 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1897 if (!container->inv)
2157 return NULL; 1898 return 0;
2158 1899
2159 /* 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 */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1902 {
2162 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1904 break;
2164 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2166 */ 1907 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1909 break;
2169 } 1910 }
1911
2170 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2171 /* 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.
2172 * 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
2173 * a key, return 1915 * a key, return
2174 */ 1916 */
2175 if (!tmp) 1917 if (!tmp)
2176 { 1918 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1920 {
2179 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1923 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2183 return key; 1925 return key;
2184 } 1926 }
2185 } 1927 }
1928
2186 if (!tmp) 1929 if (!tmp)
2187 return NULL; 1930 return NULL;
2188 } 1931 }
1932
2189 /* 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,
2190 * see if we actually want to use it 1934 * see if we actually want to use it
2191 */ 1935 */
2192 if (pl != container) 1936 if (pl != container)
2193 { 1937 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2215 "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));
2216 return NULL; 1960 return NULL;
2217 } 1961 }
2218 } 1962 }
1963
2219 return tmp; 1964 return tmp;
2220} 1965}
2221 1966
2222/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1970 * 0 otherwise
2226 */ 1971 */
2227static int 1972static int
2228player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2229{ 1974{
2230
2231 /* 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,
2232 * 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 -
2233 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2234 */ 1978 */
2235 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2238 if (key) 1982 if (key)
2239 { 1983 {
2240 object *container = key->env; 1984 object *container = key->env;
2241 1985
2242 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
2243 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2244 make_visible (op); 1989 make_visible (op);
1990
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2247 if (door->type == DOOR) 1994 if (door->type == DOOR)
2248 {
2249 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 */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2252 { 1997 {
2253 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));
2254 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2255 } 2000 }
2001
2256 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2259 if (container != op) 2005 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2261 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2262 } 2009 }
2263 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2264 { 2011 {
2265 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 2014 return 1;
2268 } 2015 }
2016
2269 return 0; 2017 return 0;
2270} 2018}
2271 2019
2272/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2277 */ 2025 */
2278
2279void 2026void
2280move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2281{ 2028{
2282 object *tmp, *mon; 2029 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 2030 int on_battleground;
2285 maptile *m; 2031 maptile *m;
2286 2032
2287 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2289 2035
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2291 2037
2292 /* 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
2293 * 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
2294 * 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
2295 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2300 */ 2046 */
2301 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))
2302 { 2048 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 { 2050 {
2305 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2306 if (!m) 2052 if (!m)
2307 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2308 } 2054 }
2309 else 2055 else
2310 m = op->map; 2056 m = op->map;
2311 2057
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2313 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315 return; 2059 return;
2316 }
2317 2060
2318 mon = NULL; 2061 mon = 0;
2319 /* 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
2320 * 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.
2321 * 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
2322 * on the space 2065 * on the space
2323 */ 2066 */
2324 while (tmp != NULL) 2067 while (tmp)
2325 { 2068 {
2326 if (tmp == op) 2069 if (tmp == op)
2327 { 2070 {
2328 tmp = tmp->above; 2071 tmp = tmp->above;
2329 continue; 2072 continue;
2339 mon = tmp; 2082 mon = tmp;
2340 2083
2341 tmp = tmp->above; 2084 tmp = tmp->above;
2342 } 2085 }
2343 2086
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2088 return; /* into a wall */
2346 2089
2347 if (mon->head != NULL) 2090 if (mon->head)
2348 mon = mon->head; 2091 mon = mon->head;
2349 2092
2350 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))
2351 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2352 return; 2095 return;
2364 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2365 */ 2108 */
2366 if ((op->type == PLAYER) 2109 if ((op->type == PLAYER)
2367#if COZY_SERVER 2110#if COZY_SERVER
2368 && 2111 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2112 ((mon->owner && mon->owner->contr
2370 && 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)
2371#else 2114#else
2372 && get_owner (mon) == op 2115 && mon->owner == op
2373#endif 2116#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2118 {
2376 /* 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 */
2377 if (op->contr->braced) 2120 if (op->contr->braced)
2378 return; 2121 return;
2122
2379 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);
2380 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2126 make_visible (op);
2127
2383 return; 2128 return;
2384 } 2129 }
2385 2130
2386 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2389 * attack them either. 2134 * attack them either.
2390 */ 2135 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (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)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2139 (op->contr->peaceful
2395 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2396 && mon->contr-> 2141 && mon->contr->
2397 peaceful)) && 2142 peaceful)) &&
2398#else 2143#else
2399 op->contr->peaceful && 2144 op->contr->peaceful &&
2400#endif 2145#endif
2401 !on_battleground)) 2146 !on_battleground))
2402 { 2147 {
2403 if (!op->contr->braced) 2148 if (!op->contr->braced)
2404 { 2149 {
2405 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);
2406 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2407 } 2152 }
2408 else 2153 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2155
2412 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2157 make_visible (op);
2414 } 2158 }
2415 2159
2416 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2427 * 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
2428 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2429 * 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
2430 * 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.
2431 */ 2175 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2434 ((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)))
2435 { 2178 {
2436
2437 /* If the player hasn't hit something this tick, and does
2438 * so, give them speed boost based on weapon speed. Doing
2439 * it here is better than process_players2, which basically
2440 * incurred a 1 tick offset.
2441 */
2442 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2443 { 2180 {
2181 op->contr->has_hit = 1;
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2445
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 } 2183 }
2448 2184
2449 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2450 2186
2451 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2190 * the wiz.
2456 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))
2457 { 2193 {
2458 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2459 2195
2460 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2463 } 2199 }
2200
2464 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2465 make_visible (op); 2202 make_visible (op);
2466 } 2203 }
2467 } /* if player should attack something */ 2204 } /* if player should attack something */
2468} 2205}
2470int 2207int
2471move_player (object *op, int dir) 2208move_player (object *op, int dir)
2472{ 2209{
2473 int pick; 2210 int pick;
2474 2211
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2213 return 0;
2477 2214
2478 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2480 { 2217 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2219 return 0;
2483 } 2220 }
2484 2221
2485 /* peterm: added following line */ 2222 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2225
2489 op->facing = dir; 2226 op->facing = dir;
2490 2227
2491 if (op->hide) 2228 if (op->hide)
2492 do_hidden_move (op); 2229 do_hidden_move (op);
2503 2240
2504 /* 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
2505 * server can handle repeat firing. 2242 * server can handle repeat firing.
2506 */ 2243 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2245 op->direction = dir;
2510 }
2511 else 2246 else
2512 {
2513 op->direction = 0; 2247 op->direction = 0;
2514 } 2248
2515 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2251 * for players.
2518 */ 2252 */
2519 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2528 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2529 */ 2263 */
2530int 2264int
2531handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2532{ 2266{
2533 if (op->contr->hidden)
2534 {
2535 op->invisible = 1000;
2536 /* the socket code flashes the player visible/invisible
2537 * depending on the value of invisible, so we need to
2538 * alternate it here for it to work correctly.
2539 */
2540 if (pticks & 2)
2541 op->invisible--;
2542 }
2543 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544 {
2545 op->invisible--;
2546 if (!op->invisible)
2547 {
2548 make_visible (op);
2549 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2550 }
2551 }
2552
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2268 {
2555 flee_player (op); 2269 flee_player (op);
2270
2556 /* 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 */
2557 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2558 { 2273 {
2559 op->speed_left--; 2274 --op->speed_left;
2560 return 0; 2275 return 0;
2561 } 2276 }
2562 } 2277 }
2563
2564 /* I've been seeing crashes where the golem has been destroyed, but
2565 * the player object still points to the defunct golem. The code that
2566 * destroys the golem looks correct, and it doesn't always happen, so
2567 * put this in a a workaround to clean up the golem pointer.
2568 */
2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2570 op->contr->ranges[range_golem] = 0;
2571 2278
2572 /* 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
2573 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2281 * called, so we recheck it here.
2575 */ 2282 */
2576 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2577 if (op->speed_left < 0)
2578 return 0; 2284 return 1;
2579 2285
2286 if (op->speed_left > 0.f)
2287 {
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2289 {
2582 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--; 2291 --op->speed_left;
2584 2292
2585 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2586 * 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
2587 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2588 */ 2296 */
2589 move_player (op, op->direction); 2297 move_player (op, op->direction);
2590 if (op->speed_left > 0) 2298
2591 return 1; 2299 return op->speed_left > 0.f;
2592 else 2300 }
2593 return 0;
2594 } 2301 }
2302
2595 return 0; 2303 return 0;
2596} 2304}
2597 2305
2598int 2306int
2599save_life (object *op) 2307save_life (object *op)
2600{ 2308{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2310 return 0;
2605 2311
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2314 {
2609 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);
2610 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
2611 if (op->contr) 2318 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2319 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2320
2614 free_object (tmp); 2321 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2322 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323
2616 if (op->stats.hp < 0) 2324 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2326
2618 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2619 op->stats.food = 999; 2328 op->stats.food = 999;
2620 fix_player (op); 2329
2330 op->update_stats ();
2621 return 1; 2331 return 1;
2622 } 2332 }
2333
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2337 return 0;
2627} 2338}
2632 * from. 2343 * from.
2633 */ 2344 */
2634void 2345void
2635remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2636{ 2347{
2637 object *next;
2638
2639 while (op) 2348 while (op)
2640 { 2349 {
2641 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' */
2642 * we remove object 'op' 2351
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2353 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2652 } 2358 }
2653 else if (op->inv) 2359 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2655 op = next; 2362 op = next;
2656 } 2363 }
2657} 2364}
2658
2659 2365
2660/* 2366/*
2661 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2383 else
2678 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2387 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2682 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);
2683 else 2390 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2394 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2688 { 2396 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2399 strcat (buf2, buf);
2692 } 2400 }
2401
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2696 return buf2; 2406 return buf2;
2697} 2407}
2698
2699
2700 2408
2701void 2409void
2702do_some_living (object *op) 2410do_some_living (object *op)
2703{ 2411{
2704 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2418 int rate_grace = 2000;
2711 const int max_hp = 1; 2419 const int max_hp = 1;
2712 const int max_sp = 1; 2420 const int max_sp = 1;
2713 const int max_grace = 1; 2421 const int max_grace = 1;
2714 2422
2715 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 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 }
2721 2441
2722 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2723 { 2443 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2448 else
2730 { 2449 {
2731 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2452 }
2453
2734 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2456 else
2737 { 2457 {
2738 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2460 }
2461
2741 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2464 else
2744 { 2465 {
2745 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2468 }
2748 2469
2749 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2472 {
2752 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);
2753 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2754 { 2475 {
2755 op->stats.sp++; 2476 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2484 op->stats.food = last_food;
2764 } 2485 }
2765 } 2486 }
2487
2766 if (max_sp > 1) 2488 if (max_sp > 1)
2767 { 2489 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2491 if (over_sp > 0)
2770 { 2492 {
2771 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2772 { 2494 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2774 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))
2775 op->stats.sp--; 2498 op->stats.sp--;
2499
2776 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2778 } 2502 }
2779 op->last_sp = 0; 2503 op->last_sp = 0;
2780 } 2504 }
2781 else 2505 else
2782 {
2783 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);
2784 }
2785 } 2507 }
2786 else 2508 else
2787 {
2788 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);
2789 }
2790 } 2510 }
2791 2511
2792 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2795 { 2515 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2798 if (max_grace > 1) 2519 if (max_grace > 1)
2799 { 2520 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2522 if (over_grace > 0)
2802 { 2523 {
2830 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2553 op->stats.food = last_food;
2833 } 2554 }
2834 } 2555 }
2556
2835 if (max_hp > 1) 2557 if (max_hp > 1)
2836 { 2558 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2560 if (over_hp > 0)
2839 { 2561 {
2863 2585
2864 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2588 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2868 /* dms do not consume food */ 2591 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2593 op->stats.food--;
2871 } 2594 }
2872 }
2873 2595
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2597 {
2876 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2877 2599
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2601 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2609 break;
2888 } 2610 }
2889 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2890 flesh = tmp; 2612 flesh = tmp;
2891 } /* End if paid for object */ 2613 } /* End if paid for object */
2892 } /* end of for loop */ 2614 } /* end of for loop */
2615
2893 /* 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
2894 * eat flesh instead. 2617 * eat flesh instead.
2895 */ 2618 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2620 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2900 } 2623 }
2901 } /* end if player is starving */ 2624 }
2902 2625
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2905 2628
2906 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))
2907 kill_player (op); 2630 kill_player (op);
2631 }
2908} 2632}
2909
2910
2911 2633
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2637 * file.
2945 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!");
2946 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...");
2947 2669
2948 /* restore player */ 2670 /* restore player */
2949 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2673 {
2953 remove_ob (tmp); 2674 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2676 }
2957 2677
2958 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2680 {
2962 remove_ob (tmp); 2681 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2683 }
2966 2684
2967 cure_disease (op, 0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2688 op->stats.food = 999;
2971 2689
2972 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2692 {
2976 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2694 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2979 " 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",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2698 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2702 }
2987 2703
2988 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2706 op->contr->braced = 0;
2995 2711
2996 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2997 2713
2998 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2999 { 2715 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.food = 999;
3005 return;
3006 }
3007 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
3009 } 2718 }
3010 else 2719 else
3011 {
3012 if (op->contr->explore)
3013 {
3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3016 op->stats.hp = op->stats.maxhp;
3017 return;
3018 }
3019 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
3020 } 2721
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2723
3023 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3024 x = op->x; 2725 x = op->x;
3025 y = op->y; 2726 y = op->y;
3026 map = op->map; 2727 map = op->map;
3027 2728
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * 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.
3033 * 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.
3034 */ 2732 */
3035 2733
3036 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2736 * of death.
3039 */ 2737 */
3040#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3042 { 2740 {
3043 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3044 /* 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
3045 more if they do. */ 2743 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2746 little bit harder. */
3049 /* GD */ 2747 /* GD */
3050 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2749 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2750 else
3056 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3057 num_stats_lose = 1; 2754 num_stats_lose = 1;
3058 } 2755
3059 lost_a_stat = 0; 2756 lost_a_stat = 0;
3060 2757
3061 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3062 { 2759 {
3063 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3064 2761
3065 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3066 { 2763 {
3067 /* 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
3068 * what he lost. 2765 * what he lost.
3069 */ 2766 */
3070 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 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);
3076 } 2785 }
3077 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3078 { 2788 {
3079 /* deplete a stat */ 2789 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3081 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3082 2792 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2793 {
3086 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3088 } 2796
3089 lose_this_stat = 1; 2797 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 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)
3096 { 2803 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2804 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2806 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2807 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2808 else
3131 if (this_stat >= -50)
3132 { 2809 {
3133 change_attr_value (&(dep->stats), i, -1); 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 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"); */
3138 } 2815 }
3139 } 2816 }
3140 } 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 }
3141 } 2836 }
2837 }
2838 }
3142 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2840 if (!lost_a_stat)
3144 { 2841 {
3145 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3148 2845
3149 if (god && (strcmp (god, "none"))) 2846 if (god && (strcmp (god, "none")))
3150 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);
3151 else 2848 else
3152 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.");
3153 } 2850 }
3154#else 2851#else
3155 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.");
3156#endif 2853#endif
3157 2854
3158 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2856 * exp loss on the stone.
3160 */ 2857 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2860 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2862 tmp->name_pl = buf;
3166 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);
3167 tmp->msg = buf; 2864 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2867
3171 /**************************************/ 2868 /**************************************/
3172 /* */ 2869 /* */
3173 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3176 /* */ 2873 /* */
3177 /**************************************/ 2874 /**************************************/
3178 2875
3179 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2877 /* restore player */
3181 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
2880
3183 if (tmp) 2881 if (tmp)
3184 { 2882 {
3185 remove_ob (tmp); 2883 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2885 }
3189 2886
3190 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2889 if (tmp)
3193 { 2890 {
3194 remove_ob (tmp); 2891 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2893 }
3198 2894
3199 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3200 2896
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3204 op->stats.food = 900; 2900 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2904
3209 /* 2905 /*
3210 * 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
3211 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3212 * in the map. 2908 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3217 2910
3218 /****************************************/ 2911 /****************************************/
3219 /* */ 2912 /* */
3220 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3222 /* */ 2915 /* */
3223 /****************************************/ 2916 /****************************************/
3224 2917
3225 enter_player_savebed (op); 2918 enter_player_savebed (op);
3226 2919
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2920 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2921
3233 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2925 * on the space that might harm the player.
3237 */ 2926 */
3238 will_kill_again = 0; 2927 will_kill_again = 0;
3239 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)
3240 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3242 2931
3243 if (will_kill_again) 2932 if (will_kill_again)
3244 { 2933 {
3245 object *force; 2934 object *force;
3246 int at; 2935 int at;
3247 2936
3248 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2939 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2944 force->resist[at] = 100;
3256 2945
3257 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3258 fix_player (op); 2947 op->update_stats ();
3259 2948
3260 } 2949 }
3261 2950
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 2952}
3332
3333 2953
3334void 2954void
3335loot_object (object *op) 2955loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3338 2958
3339 if (op->container) 2959 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2960
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3345 { 2962 {
3346 next = tmp->below; 2963 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3348 continue; 2966 continue;
3349 remove_ob (tmp); 2967
2968 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3351 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2973
3354 }
3355 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))))
3356 { 2975 {
3357 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3358 { 2977 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2979 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2981 }
3363 else 2982 else
3364 free_object (tmp); 2983 tmp->destroy ();
3365 } 2984 }
3366 else 2985 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2987 }
3369} 2988}
3371/* 2990/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3373 * 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
3374 * was changed. 2993 * was changed.
3375 */ 2994 */
3376
3377void 2995void
3378fix_weight (void) 2996fix_weight (void)
3379{ 2997{
3380 player *pl; 2998 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2999 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 3001
3386 if (old == sum) 3002 if (old == sum)
3387 continue; 3003 continue;
3388 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3389 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);
3390 } 3006 }
3391} 3007}
3392 3008
3393void 3009void
3394fix_luck (void) 3010fix_luck (void)
3395{ 3011{
3396 player *pl; 3012 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3401} 3015}
3402
3403 3016
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3407 */ 3020 */
3408
3409void 3021void
3410cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3411{ 3023{
3412 object *skop, *spob; 3024 object *skop, *spob;
3413 3025
3434 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3435 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);
3436 3048
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3050
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3051 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3052}
3443 3053
3444void 3054void
3445make_visible (object *op) 3055make_visible (object *op)
3446{ 3056{
3449 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3450 { 3060 {
3451 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3453 } 3063 }
3064
3454 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3455} 3066}
3456 3067
3457int 3068int
3458is_true_undead (object *op) 3069is_true_undead (object *op)
3459{ 3070{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3072 return 1;
3464 3073
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3074 return 0;
3471} 3075}
3472 3076
3473/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3530 3134
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3136
3533 /* 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! */
3534 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3537 { 3140 {
3538 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!");
3539 make_visible (op); 3142 make_visible (op);
3540 return; 3143 return;
3541 } 3144 }
3542 else 3145 else
3543 num += 20; 3146 num += 20;
3544 } 3147
3545 num += op->map->difficulty; 3148 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3150 num -= hide;
3151
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3153 {
3550 make_visible (op); 3154 make_visible (op);
3551 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3552 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!");
3553 } 3157 }
3554 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3555 {
3556 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);
3557 }
3558} 3160}
3559 3161
3560/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3561 3163
3562int 3164int
3589 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3590 continue; 3192 continue;
3591 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)))
3592 continue; 3194 continue;
3593 3195
3594 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)
3595 { 3197 {
3596 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))
3597 return 1; 3199 return 1;
3598 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3599 { 3201 {
3629 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3630 { 3232 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3234 return -1;
3633 } 3235 }
3236
3634 if (!pl || !op) 3237 if (!pl || !op)
3635 return 0; 3238 return 0;
3636 3239
3637 if (op->head)
3638 {
3639 op = op->head; 3240 op = op->head_ ();
3640 } 3241
3641 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3642 3243
3643 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3245 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3653 3254
3654 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3655 * 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
3656 * for any meaningful values. 3257 * for any meaningful values.
3657 */ 3258 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !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)])
3661 return 1; 3262 return 1;
3662 op = op->more; 3263 op = op->more;
3663 } 3264 }
3664 return 0; 3265 return 0;
3665} 3266}
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3364 int i = 0, j = 0;
3764 3365
3765 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3768 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3770 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3772 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3774 3375
3775 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3776 return; 3377 return;
3777 3378
3778 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++);
3779 3380
3780 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3781 { 3382 {
3782 /* 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]); */
3783 return; 3384 return;
3784 } 3385 }
3785 3386
3851 { 3452 {
3852 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3454 object *skin;
3854 3455
3855 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3856 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
3857 if (skin == NULL) 3461 if (!skin)
3858 return; 3462 return;
3859 3463
3860 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3466 {
3907 * not readied. 3511 * not readied.
3908 */ 3512 */
3909void 3513void
3910player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3911{ 3515{
3912 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3913 3518
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3915 { 3520 pl->combat_ob = 0;
3521
3916 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3917 { 3523 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 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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