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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 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#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 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);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 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);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182} 150}
183 151
184int 152float
185playername_ok (const char *cp) 153player::weapon_speed () const
186{ 154{
187 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 156}
308 157
309/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
310static void 159static void
311set_first_map (object *op) 160set_first_map (object *op)
312{ 161{
313 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
314 op->x = -1; 163 op->x = -1;
315 op->y = -1; 164 op->y = -1;
316 enter_exit (op, NULL);
317} 165}
318 166
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
319/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
320 * 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
321 * mode. 377 * mode.
322 */ 378 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
328 383
329 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 385
333 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
335 389
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 390 set_first_map (pl->ob);
343 391
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 392 return pl;
352} 393}
353 394
354/* 395/*
355 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
365 { 406 {
366 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
367 at = first_archetype; 408 at = first_archetype;
368 else 409 else
369 at = at->next; 410 at = at->next;
411
370 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
371 return at; 413 return at;
414
372 if (at == start) 415 if (at == start)
373 { 416 {
374 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 418 exit (-1);
376 } 419 }
377 } 420 }
378} 421}
379 422
380
381object * 423object *
382get_nearest_player (object *mon) 424get_nearest_player (object *mon)
383{ 425{
384 object *op = NULL; 426 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 427 objectlink *ol;
387 unsigned lastdist; 428 unsigned lastdist;
388 rv_vector rv; 429 rv_vector rv;
389 430
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 432 {
392 /* 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
393 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 440 object *tmp = ol->ob;
400 441
401 /* 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
402 * itself will have been cleared. 443 * itself will have been cleared.
403 */ 444 */
404 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 ());
405 ol = ol->next; 447 ol = ol->next;
406 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
407 if (!ol) 449 if (!ol)
408 return op; 450 return op;
409 } 451 }
422 { 464 {
423 op = ol->ob; 465 op = ol->ob;
424 lastdist = rv.distance; 466 lastdist = rv.distance;
425 } 467 }
426 } 468 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 469
428 { 470 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
433 { 473 {
434 op = pl->ob; 474 op = pl->ob;
435 lastdist = rv.distance; 475 lastdist = rv.distance;
436 } 476 }
437 } 477
438 }
439#if 0 478#if 0
440 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)");
441#endif 480#endif
442 return op; 481 return op;
443} 482}
461 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
462 * 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
463 * is probably not a good thing. 502 * is probably not a good thing.
464 */ 503 */
465#define MAX_SPACES 50 504#define MAX_SPACES 50
466
467 505
468/* 506/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * 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
471 * 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
502 x = mon->x; 540 x = mon->x;
503 y = mon->y; 541 y = mon->y;
504 m = mon->map; 542 m = mon->map;
505 dir = rv.direction; 543 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 548 if (diff > max)
510 return 0; 549 return 0;
550
511 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
512 { 552 {
513 lastx = x; 553 lastx = x;
514 lasty = y; 554 lasty = y;
515 lastmap = m; 555 lastmap = m;
597 max--; 637 max--;
598 lastdir = dir; 638 lastdir = dir;
599 if (!firstdir) 639 if (!firstdir)
600 firstdir = dir; 640 firstdir = dir;
601 } 641 }
642
602 if (diff <= 1) 643 if (diff <= 1)
603 { 644 {
604 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 646 * headed toward player for entire distance.
606 */ 647 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 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));
609 } 650 }
651
610 if (diff > max) 652 if (diff > max)
611 return 0; 653 return 0;
612 } 654 }
655
613 /* 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 */
614 if (!max) 657 if (!max)
615 return 0; 658 return 0;
616 659
617 return firstdir; 660 return firstdir;
710 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
711 link_player_skills (pl); 754 link_player_skills (pl);
712} 755}
713 756
714void 757void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
799{ 759{
800 if (party == NULL) 760 if (party == NULL)
801 { 761 {
802 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);
803 return; 763 return;
804 } 764 }
765
805 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
808 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:");
809} 770}
810
811 771
812/* 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. */
813int 773static int
814roll_stat (void) 774roll_stat (void)
815{ 775{
816 int a[4], i, j, k; 776 int a[4], i, j, k;
817 777
818 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
820 780
821 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 782 if (a[i] < k)
823 k = a[i], j = i; 783 k = a[i], j = i;
824 784
825 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 786 if (i != j)
828 k += a[i]; 787 k += a[i];
829 } 788
830 return k; 789 return k;
831} 790}
832 791
833void 792void
834roll_stats (object *op) 793object::roll_stats ()
835{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
836 int sum = 0; 799 int sum = 0;
837 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
839 802
840 do 803 if (sum >= 82 && sum <= 116)
804 break;
841 { 805 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 806
853 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 809
862 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
863 do 811 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 812
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 813 stats.exp = 0;
898 op->stats.ac = 0; 814 stats.ac = 0;
899 815
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
907 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
908 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
909} 828}
910 829
911void 830void
912Roll_Again (object *op) 831object::swap_stats (int a, int b)
913{ 832{
914 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 834
919void 835 for (int i = 0; i < NUM_STATS; ++i)
920Swap_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)
921{ 862{
922 signed char tmp;
923 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
924 864
925 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 869}
1040 870
1041/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1045 * not the class. 875 * not the class.
1046 */ 876 */
1047 877void
1048int 878player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 879{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1067 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1069 889
1070 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1071 891
1072 if (op->msg) 892 if (ob->msg)
1073 op->msg = NULL; 893 ob->msg = 0;
1074 894
1075 /* 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
1076 * to save here. 896 * to save here.
1077 */ 897 */
898 {
899 char buf[MAX_BUF];
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1079 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1080 903
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 904 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op); 907 link_player_skills (ob);
1088 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1089 fix_player (op); 909 ob->update_stats ();
1090 910
1091 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1092 * is one for this race 912 * is one for this race
1093 */ 913 */
1094 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1095 { 915 {
1096 object *tmp; 916 object *tmp;
1097 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1098 918
1099 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);
1100 tmp = object::create (); 920 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1103 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1104 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;
1105 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1106 * default initial map */ 926 * default initial map */
1107 tmp->destroy (); 927 tmp->destroy ();
1108 } 928 }
1109 else 929 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 931}
1113 return 0;
1114 }
1115 932
933void
934player::chargen_race_next ()
935{
1116 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1118 */ 938 */
1119 939
1120 tmp_loop = 0; 940 do
1121 while (!tmp_loop)
1122 { 941 {
1123 shstr name = op->name; 942 shstr name = ob->name;
1124 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1125 944
1126 remove_statbonus (op); 945 ob->remove_statbonus ();
1127 op->remove (); 946 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1130 op->instantiate (); 949 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1133 op->x = x; 952 ob->x = x;
1134 op->y = y; 953 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1138 add_statbonus (op); 957 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 958 }
959 while (!allowed_class (ob));
1141 960
1142 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 963 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 966 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 967}
1204 968
1205void 969void
1206flee_player (object *op) 970flee_player (object *op)
1207{ 971{
1237 { 1001 {
1238 op->enemy = NULL; 1002 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1004 return;
1241 } 1005 }
1006
1242 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1243 1008
1244 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1246 { 1011 {
1247 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1248 1013
1249 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)))
1250 {
1251 return; 1015 return;
1252 }
1253 } 1016 }
1017
1254 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1020 op->enemy = NULL;
1257} 1021}
1258 1022
1259
1260/* 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.
1261 * 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
1262 * stop. 1025 * stop.
1263 */ 1026 */
1264int 1027int
1265check_pick (object *op) 1028check_pick (object *op)
1266{ 1029{
1267 object *tmp, *next; 1030 object *tmp, *next;
1268 int stop = 0; 1031 int stop = 0;
1269 int j, k, wvratio; 1032 int wvratio;
1270 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1271 1034
1272 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1274 return 1; 1037 return 1;
1275 1038
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &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))));
1346 else 1109 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &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
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1114 }
1115
1380 /* philosophy: 1116 /* philosophy:
1381 * 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
1382 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1384 * 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
1385 * example. 1121 * example.
1386 * 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
1387 * 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
1388 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1639 * found object is returned. 1375 * found object is returned.
1640 */ 1376 */
1641object * 1377object *
1642find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1643{ 1379{
1644 object *tmp = NULL; 1380 object *tmp = 0;
1645 1381
1646 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1647 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))
1648 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1650 return op; 1386 return op;
1387
1651 return tmp; 1388 return tmp;
1652} 1389}
1653 1390
1654/* 1391/*
1655 * 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
1656 * 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
1657 * 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
1658 * 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.
1659 */ 1396 */
1660
1661object * 1397object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1663{ 1399{
1664 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1731 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1468 * op = the shooter
1733 * type = bow->race 1469 * type = bow->race
1734 * dir = fire direction 1470 * dir = fire direction
1735 */ 1471 */
1736
1737object * 1472object *
1738pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1739{ 1474{
1740 object *tmp = NULL; 1475 object *tmp = NULL;
1741 maptile *m; 1476 maptile *m;
1806 */ 1541 */
1807int 1542int
1808fire_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)
1809{ 1544{
1810 object *left, *bow; 1545 object *left, *bow;
1811 int bowspeed, mflags; 1546 int mflags;
1812 maptile *m; 1547 maptile *m;
1813 1548
1814 if (!dir) 1549 if (!dir)
1815 { 1550 {
1816 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!");
1817 return 0; 1552 return 0;
1818 } 1553 }
1819 if (op->type == PLAYER) 1554
1820 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1821 else 1557 else
1822 { 1558 {
1823 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1824 /* 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
1825 * 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.
1830 if (!bow) 1566 if (!bow)
1831 { 1567 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1569 return 0;
1834 } 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
1835 } 1579 }
1580
1836 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1837 { 1582 {
1838 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);
1839 return 0; 1584 return 0;
1840 } 1585 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1586
1850 if (arrow == NULL) 1587 if (arrow == NULL)
1851 { 1588 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1590 {
1854 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1855 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);
1856 /* 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 */
1857 else 1594 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1859 return 0; 1597 return 0;
1860 } 1598 }
1861 } 1599 }
1600
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1603 return 0;
1866 } 1604
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1606 {
1869 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.");
1870 return 0; 1608 return 0;
1871 } 1609 }
1877 return 0; 1615 return 0;
1878 } 1616 }
1879 1617
1880 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1620 if (!arrow)
1883 { 1621 {
1884 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);
1885 return 0; 1623 return 0;
1886 } 1624 }
1625
1887 arrow->set_owner (op); 1626 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1628 arrow->direction = dir;
1891 arrow->x = sx; 1629
1892 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;
1893 1667
1894 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1895 { 1669 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 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;
1929 } 1677 }
1930 else 1678 else
1931 { 1679 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1680 arrow->level = op->level;
1934 } 1681 arrow->stats.wc -= bow->magic;
1935 1682
1936 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1937 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1938 1688
1939 if (bow->slaying != NULL) 1689 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1691
1942 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1695
1946 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);
1947 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1948 1698
1949 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1700 move_arrow (arrow);
1951 1701
1952 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1972{ 1722{
1973 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1974 1724
1975 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1976 { 1726 {
1977 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);
1978 } 1728 }
1979 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)
1980 { 1730 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1732 wcmod = -1;
1733
1983 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);
1984 } 1735 }
1985 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1986 { 1737 {
1987 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);
1991 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1743 {
1993 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);
1994 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);
1995 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);
1996
1997 } 1747 }
1998 else 1748 else
1999 { 1749 {
2000 /* Simple case */ 1750 /* Simple case */
2001 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);
2002 } 1752 }
1753
2003 return ret; 1754 return ret;
2004} 1755}
2005
2006 1756
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2009 */ 1759 */
2010void 1760void
2011fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2012{ 1762{
2013 object *item; 1763 object *item = op->contr->ranged_ob;
2014 1764
2015 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2016 { 1766 {
2017 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.");
2018 return; 1768 return;
2019 } 1769 }
2020 1770
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1771 if (!item->inv)
2023 { 1772 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1774 return;
2026 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2027 if (item->type == WAND) 1780 if (item->type == WAND)
2028 { 1781 {
2029 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2030 { 1783 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2032 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
2033 return; 1787 return;
2034 } 1788 }
2035 } 1789 }
2036 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2037 { 1791 {
2038 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))
2039 { 1793 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2041 if (item->type == ROD) 1796 if (item->type == ROD)
2042 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));
2043 else 1798 else
2044 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
2045 return; 1801 return;
2046 } 1802 }
2047 } 1803 }
2048 1804
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2057 1813
2058 if (item->arch) 1814 if (item->arch)
2059 { 1815 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2062 item->speed = 0; 1818 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1819 }
1820
2065 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1823 }
2068 } 1824 }
2069 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1826 drain_rod_charge (item);
2072 }
2073 } 1827 }
2074} 1828}
2075 1829
2076/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2077 */ 1831 */
2082 1836
2083 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2085 make_visible (op); 1839 make_visible (op);
2086 1840
2087 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2088 { 1844 {
2089 case range_none: 1845 control_golem (op->contr->golem, dir);
2090 return; 1846 return;
1847 }
2091 1848
2092 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:
2093 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2094 return; 1861 break;
2095 1862
2096 case range_magic: /* Casting spells */ 1863 case SPELL:
2097 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);
2098 return; 1865 break;
2099 1866
2100 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:
2101 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2102 return; 1877 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1878 }
2130} 1879}
2131
2132
2133 1880
2134/* find_key 1881/* find_key
2135 * 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
2136 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2139 * pl is the player, 1886 * pl is the player,
2140 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2143 */ 1890 */
2144
2145object * 1891object *
2146find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2147{ 1893{
2148 object *tmp, *key; 1894 object *tmp, *key;
2149 1895
2150 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1897 if (!container->inv)
2152 return NULL; 1898 return 0;
2153 1899
2154 /* 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 */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1902 {
2157 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1904 break;
2159 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2161 */ 1907 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1909 break;
2164 } 1910 }
1911
2165 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2166 /* 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.
2167 * 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
2168 * a key, return 1915 * a key, return
2169 */ 1916 */
2170 if (!tmp) 1917 if (!tmp)
2171 { 1918 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 { 1920 {
2174 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2176 { 1923 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2178 return key; 1925 return key;
2179 } 1926 }
2180 } 1927 }
1928
2181 if (!tmp) 1929 if (!tmp)
2182 return NULL; 1930 return NULL;
2183 } 1931 }
1932
2184 /* 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,
2185 * see if we actually want to use it 1934 * see if we actually want to use it
2186 */ 1935 */
2187 if (pl != container) 1936 if (pl != container)
2188 { 1937 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "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));
2211 return NULL; 1960 return NULL;
2212 } 1961 }
2213 } 1962 }
1963
2214 return tmp; 1964 return tmp;
2215} 1965}
2216 1966
2217/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2220 * 0 otherwise 1970 * 0 otherwise
2221 */ 1971 */
2222static int 1972static int
2223player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2224{ 1974{
2225
2226 /* 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,
2227 * 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 -
2228 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2229 */ 1978 */
2230 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2233 if (key) 1982 if (key)
2234 { 1983 {
2235 object *container = key->env; 1984 object *container = key->env;
2236 1985
2237 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
2238 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2239 make_visible (op); 1989 make_visible (op);
1990
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2242 if (door->type == DOOR) 1994 if (door->type == DOOR)
2243 {
2244 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 */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2247 { 1997 {
2248 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));
2249 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2250 } 2000 }
2001
2251 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2254 if (container != op) 2005 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2256 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2257 } 2009 }
2258 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2259 { 2011 {
2260 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2262 return 1; 2014 return 1;
2263 } 2015 }
2016
2264 return 0; 2017 return 0;
2265} 2018}
2266 2019
2267/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2272 */ 2025 */
2273
2274void 2026void
2275move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2276{ 2028{
2277 object *tmp, *mon; 2029 object *tmp, *mon;
2278 sint16 nx, ny;
2279 int on_battleground; 2030 int on_battleground;
2280 maptile *m; 2031 maptile *m;
2281 2032
2282 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2284 2035
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2286 2037
2287 /* 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
2288 * 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
2289 * 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
2290 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2295 */ 2046 */
2296 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))
2297 { 2048 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 { 2050 {
2300 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2301 if (!m) 2052 if (!m)
2302 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2303 } 2054 }
2304 else 2055 else
2305 m = op->map; 2056 m = op->map;
2306 2057
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 2059 return;
2311 }
2312 2060
2313 mon = NULL; 2061 mon = 0;
2314 /* 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
2315 * 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.
2316 * 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
2317 * on the space 2065 * on the space
2318 */ 2066 */
2319 while (tmp != NULL) 2067 while (tmp)
2320 { 2068 {
2321 if (tmp == op) 2069 if (tmp == op)
2322 { 2070 {
2323 tmp = tmp->above; 2071 tmp = tmp->above;
2324 continue; 2072 continue;
2334 mon = tmp; 2082 mon = tmp;
2335 2083
2336 tmp = tmp->above; 2084 tmp = tmp->above;
2337 } 2085 }
2338 2086
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2088 return; /* into a wall */
2341 2089
2342 if (mon->head != NULL) 2090 if (mon->head)
2343 mon = mon->head; 2091 mon = mon->head;
2344 2092
2345 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))
2346 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2347 return; 2095 return;
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2118 {
2371 /* 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 */
2372 if (op->contr->braced) 2120 if (op->contr->braced)
2373 return; 2121 return;
2122
2374 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);
2375 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2126 make_visible (op);
2127
2378 return; 2128 return;
2379 } 2129 }
2380 2130
2381 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2384 * attack them either. 2134 * attack them either.
2385 */ 2135 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2387 (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)) && (
2388#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2389 (op->contr->peaceful 2139 (op->contr->peaceful
2390 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2391 && mon->contr-> 2141 && mon->contr->
2392 peaceful)) && 2142 peaceful)) &&
2393#else 2143#else
2394 op->contr->peaceful && 2144 op->contr->peaceful &&
2395#endif 2145#endif
2396 !on_battleground)) 2146 !on_battleground))
2397 { 2147 {
2398 if (!op->contr->braced) 2148 if (!op->contr->braced)
2399 { 2149 {
2400 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);
2401 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2402 } 2152 }
2403 else 2153 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2155
2407 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2157 make_visible (op);
2409 } 2158 }
2410 2159
2411 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2422 * 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
2423 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2424 * 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
2425 * 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.
2426 */ 2175 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((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)))
2430 { 2178 {
2431
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2438 { 2180 {
2181 op->contr->has_hit = 1;
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2440
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 } 2183 }
2443 2184
2444 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2445 2186
2446 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2449 * the wiz. 2190 * the wiz.
2451 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))
2452 { 2193 {
2453 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2454 2195
2455 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2457 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2458 } 2199 }
2200
2459 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2460 make_visible (op); 2202 make_visible (op);
2461 } 2203 }
2462 } /* if player should attack something */ 2204 } /* if player should attack something */
2463} 2205}
2465int 2207int
2466move_player (object *op, int dir) 2208move_player (object *op, int dir)
2467{ 2209{
2468 int pick; 2210 int pick;
2469 2211
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2213 return 0;
2472 2214
2473 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2475 { 2217 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2219 return 0;
2478 } 2220 }
2479 2221
2480 /* peterm: added following line */ 2222 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2225
2484 op->facing = dir; 2226 op->facing = dir;
2485 2227
2486 if (op->hide) 2228 if (op->hide)
2487 do_hidden_move (op); 2229 do_hidden_move (op);
2498 2240
2499 /* 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
2500 * server can handle repeat firing. 2242 * server can handle repeat firing.
2501 */ 2243 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2245 op->direction = dir;
2505 }
2506 else 2246 else
2507 {
2508 op->direction = 0; 2247 op->direction = 0;
2509 } 2248
2510 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2251 * for players.
2513 */ 2252 */
2514 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2523 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2524 */ 2263 */
2525int 2264int
2526handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2527{ 2266{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2268 {
2550 flee_player (op); 2269 flee_player (op);
2270
2551 /* 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 */
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2553 { 2273 {
2554 op->speed_left--; 2274 --op->speed_left;
2555 return 0; 2275 return 0;
2556 } 2276 }
2557 } 2277 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2278
2567 /* 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
2568 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2281 * called, so we recheck it here.
2570 */ 2282 */
2571 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2284 return 1;
2574 2285
2286 if (op->speed_left > 0.f)
2287 {
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 { 2289 {
2577 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--; 2291 --op->speed_left;
2579 2292
2580 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2581 * 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
2582 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2583 */ 2296 */
2584 move_player (op, op->direction); 2297 move_player (op, op->direction);
2585 if (op->speed_left > 0) 2298
2586 return 1; 2299 return op->speed_left > 0.f;
2587 else 2300 }
2588 return 0;
2589 } 2301 }
2302
2590 return 0; 2303 return 0;
2591} 2304}
2592 2305
2593int 2306int
2594save_life (object *op) 2307save_life (object *op)
2595{ 2308{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2310 return 0;
2600 2311
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2314 {
2604 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);
2605 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));
2606 2317
2614 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2615 2326
2616 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2617 op->stats.food = 999; 2328 op->stats.food = 999;
2618 2329
2619 fix_player (op); 2330 op->update_stats ();
2620 return 1; 2331 return 1;
2621 } 2332 }
2333
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2337 return 0;
2626} 2338}
2631 * from. 2343 * from.
2632 */ 2344 */
2633void 2345void
2634remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2635{ 2347{
2636 object *next;
2637
2638 while (op) 2348 while (op)
2639 { 2349 {
2640 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' */
2641 * we remove object 'op' 2351
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2353 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2651 } 2358 }
2652 else if (op->inv) 2359 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2654 op = next; 2362 op = next;
2655 } 2363 }
2656} 2364}
2657
2658 2365
2659/* 2366/*
2660 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2383 else
2677 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2387 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2681 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);
2682 else 2390 else
2683 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
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2394 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2687 { 2396 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2399 strcat (buf2, buf);
2691 } 2400 }
2401
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2695 return buf2; 2406 return buf2;
2696} 2407}
2697
2698
2699 2408
2700void 2409void
2701do_some_living (object *op) 2410do_some_living (object *op)
2702{ 2411{
2703 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2418 int rate_grace = 2000;
2710 const int max_hp = 1; 2419 const int max_hp = 1;
2711 const int max_sp = 1; 2420 const int max_sp = 1;
2712 const int max_grace = 1; 2421 const int max_grace = 1;
2713 2422
2714 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 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 }
2720 2441
2721 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2722 { 2443 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2448 else
2729 { 2449 {
2730 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2452 }
2453
2733 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2456 else
2736 { 2457 {
2737 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2460 }
2461
2740 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2464 else
2743 { 2465 {
2744 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2468 }
2747 2469
2748 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2750 { 2472 {
2751 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);
2752 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2753 { 2475 {
2754 op->stats.sp++; 2476 op->stats.sp++;
2760 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2761 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))
2762 op->stats.food = last_food; 2484 op->stats.food = last_food;
2763 } 2485 }
2764 } 2486 }
2487
2765 if (max_sp > 1) 2488 if (max_sp > 1)
2766 { 2489 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2491 if (over_sp > 0)
2769 { 2492 {
2770 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2771 { 2494 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2773 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))
2774 op->stats.sp--; 2498 op->stats.sp--;
2499
2775 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2777 } 2502 }
2778 op->last_sp = 0; 2503 op->last_sp = 0;
2779 } 2504 }
2780 else 2505 else
2781 {
2782 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);
2783 }
2784 } 2507 }
2785 else 2508 else
2786 {
2787 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);
2788 }
2789 } 2510 }
2790 2511
2791 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2792 /* 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. */
2793 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2794 { 2515 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2797 if (max_grace > 1) 2519 if (max_grace > 1)
2798 { 2520 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2522 if (over_grace > 0)
2801 { 2523 {
2829 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2830 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))
2831 op->stats.food = last_food; 2553 op->stats.food = last_food;
2832 } 2554 }
2833 } 2555 }
2556
2834 if (max_hp > 1) 2557 if (max_hp > 1)
2835 { 2558 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2560 if (over_hp > 0)
2838 { 2561 {
2862 2585
2863 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2864 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);
2865 else 2588 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2867 /* dms do not consume food */ 2591 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2593 op->stats.food--;
2870 } 2594 }
2871 }
2872 2595
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2597 {
2875 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2876 2599
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 { 2601 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2883 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.");
2884 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2609 break;
2887 } 2610 }
2888 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2889 flesh = tmp; 2612 flesh = tmp;
2890 } /* End if paid for object */ 2613 } /* End if paid for object */
2891 } /* end of for loop */ 2614 } /* end of for loop */
2615
2892 /* 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
2893 * eat flesh instead. 2617 * eat flesh instead.
2894 */ 2618 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2620 {
2897 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.");
2898 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2899 } 2623 }
2900 } /* end if player is starving */ 2624 }
2901 2625
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2904 2628
2905 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))
2906 kill_player (op); 2630 kill_player (op);
2631 }
2907} 2632}
2908
2909
2910 2633
2911/* 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.
2912 * 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
2913 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2637 * file.
2944 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!");
2945 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...");
2946 2669
2947 /* restore player */ 2670 /* restore player */
2948 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2673 {
2952 tmp->destroy (); 2674 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2676 }
2955 2677
2956 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2680 {
2960 tmp->destroy (); 2681 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2683 }
2963 2684
2965 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2688 op->stats.food = 999;
2968 2689
2969 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2692 {
2973 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2694 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2976 " 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",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2698 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2702 }
2984 2703
2985 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2706 op->contr->braced = 0;
2992 2711
2993 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2994 2713
2995 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2996 { 2715 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
3006 } 2718 }
3007 else 2719 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
3017 } 2721
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2723
3020 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3021 x = op->x; 2725 x = op->x;
3022 y = op->y; 2726 y = op->y;
3023 map = op->map; 2727 map = op->map;
3024 2728
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * 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.
3030 * 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.
3031 */ 2732 */
3032 2733
3033 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2736 * of death.
3036 */ 2737 */
3037#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3039 { 2740 {
3040 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3041 /* 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
3042 more if they do. */ 2743 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2746 little bit harder. */
3046 /* GD */ 2747 /* GD */
3047 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2749 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2750 else
3053 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3054 num_stats_lose = 1; 2754 num_stats_lose = 1;
3055 } 2755
3056 lost_a_stat = 0; 2756 lost_a_stat = 0;
3057 2757
3058 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3059 { 2759 {
3060 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3061 2761
3062 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3063 { 2763 {
3064 /* 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
3065 * what he lost. 2765 * what he lost.
3066 */ 2766 */
3067 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 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);
3073 } 2785 }
3074 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3075 { 2788 {
3076 /* deplete a stat */ 2789 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3078 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3079 2792 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2793 {
3083 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3085 } 2796
3086 lose_this_stat = 1; 2797 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 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)
3093 { 2803 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2804 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2806 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2807 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2808 else
3128 if (this_stat >= -50)
3129 { 2809 {
3130 change_attr_value (&(dep->stats), i, -1); 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 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"); */
3135 } 2815 }
3136 } 2816 }
3137 } 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 }
3138 } 2836 }
2837 }
2838 }
3139 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2840 if (!lost_a_stat)
3141 { 2841 {
3142 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3145 2845
3146 if (god && (strcmp (god, "none"))) 2846 if (god && (strcmp (god, "none")))
3147 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);
3148 else 2848 else
3149 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.");
3150 } 2850 }
3151#else 2851#else
3152 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.");
3153#endif 2853#endif
3154 2854
3155 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2856 * exp loss on the stone.
3157 */ 2857 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2860 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2862 tmp->name_pl = buf;
3163 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);
3164 tmp->msg = buf; 2864 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2867
3168 /**************************************/ 2868 /**************************************/
3169 /* */ 2869 /* */
3170 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3173 /* */ 2873 /* */
3174 /**************************************/ 2874 /**************************************/
3175 2875
3176 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2877 /* restore player */
3178 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
3180 2880
3181 if (tmp) 2881 if (tmp)
3182 { 2882 {
3183 tmp->destroy (); 2883 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2885 }
3186 2886
3187 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2889 if (tmp)
3190 { 2890 {
3191 tmp->destroy (); 2891 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2893 }
3194 2894
3195 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3196 2896
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3200 op->stats.food = 900; 2900 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2904
3205 /* 2905 /*
3206 * 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
3207 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3208 * in the map. 2908 */
3209 */
3210
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3213 2910
3214 /****************************************/ 2911 /****************************************/
3215 /* */ 2912 /* */
3216 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3218 /* */ 2915 /* */
3219 /****************************************/ 2916 /****************************************/
3220 2917
3221 enter_player_savebed (op); 2918 enter_player_savebed (op);
3222 2919
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2920 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2921
3229 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2925 * on the space that might harm the player.
3233 */ 2926 */
3234 will_kill_again = 0; 2927 will_kill_again = 0;
3235 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)
3236 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3238 2931
3239 if (will_kill_again) 2932 if (will_kill_again)
3240 { 2933 {
3241 object *force; 2934 object *force;
3242 int at; 2935 int at;
3243 2936
3244 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2939 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2944 force->resist[at] = 100;
3252 2945
3253 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3254 fix_player (op); 2947 op->update_stats ();
3255 2948
3256 } 2949 }
3257 2950
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2952}
3327
3328 2953
3329void 2954void
3330loot_object (object *op) 2955loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3333 2958
3334 if (op->container) 2959 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2960
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3340 { 2962 {
3341 next = tmp->below; 2963 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3343 continue; 2966 continue;
2967
3344 tmp->remove (); 2968 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3346 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2973
3349 }
3350 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))))
3351 { 2975 {
3352 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3353 { 2977 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 tmp2->destroy (); 2979 tmp2->destroy ();
3366/* 2990/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3368 * 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
3369 * was changed. 2993 * was changed.
3370 */ 2994 */
3371
3372void 2995void
3373fix_weight (void) 2996fix_weight (void)
3374{ 2997{
3375 player *pl; 2998 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2999 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 3001
3381 if (old == sum) 3002 if (old == sum)
3382 continue; 3003 continue;
3383 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3384 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);
3385 } 3006 }
3386} 3007}
3387 3008
3388void 3009void
3389fix_luck (void) 3010fix_luck (void)
3390{ 3011{
3391 player *pl; 3012 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3396} 3015}
3397
3398 3016
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3402 */ 3020 */
3403
3404void 3021void
3405cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3406{ 3023{
3407 object *skop, *spob; 3024 object *skop, *spob;
3408 3025
3442 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3443 { 3060 {
3444 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3446 } 3063 }
3064
3447 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3448} 3066}
3449 3067
3450int 3068int
3451is_true_undead (object *op) 3069is_true_undead (object *op)
3452{ 3070{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3072 return 1;
3457 3073
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3074 return 0;
3464} 3075}
3465 3076
3466/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3523 3134
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3136
3526 /* 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! */
3527 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3530 { 3140 {
3531 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!");
3532 make_visible (op); 3142 make_visible (op);
3533 return; 3143 return;
3534 } 3144 }
3535 else 3145 else
3536 num += 20; 3146 num += 20;
3537 } 3147
3538 num += op->map->difficulty; 3148 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3150 num -= hide;
3151
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3153 {
3543 make_visible (op); 3154 make_visible (op);
3544 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3545 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!");
3546 } 3157 }
3547 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3548 {
3549 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);
3550 }
3551} 3160}
3552 3161
3553/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3554 3163
3555int 3164int
3582 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3583 continue; 3192 continue;
3584 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)))
3585 continue; 3194 continue;
3586 3195
3587 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)
3588 { 3197 {
3589 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))
3590 return 1; 3199 return 1;
3591 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3592 { 3201 {
3622 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3623 { 3232 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3234 return -1;
3626 } 3235 }
3236
3627 if (!pl || !op) 3237 if (!pl || !op)
3628 return 0; 3238 return 0;
3629 3239
3630 if (op->head)
3631 {
3632 op = op->head; 3240 op = op->head_ ();
3633 } 3241
3634 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3635 3243
3636 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3245 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3646 3254
3647 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3648 * 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
3649 * for any meaningful values. 3257 * for any meaningful values.
3650 */ 3258 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !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)])
3654 return 1; 3262 return 1;
3655 op = op->more; 3263 op = op->more;
3656 } 3264 }
3657 return 0; 3265 return 0;
3658} 3266}
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3364 int i = 0, j = 0;
3757 3365
3758 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3761 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3763 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3765 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3767 3375
3768 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3769 return; 3377 return;
3770 3378
3771 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++);
3772 3380
3773 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3774 { 3382 {
3775 /* 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]); */
3776 return; 3384 return;
3777 } 3385 }
3778 3386
3844 { 3452 {
3845 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3454 object *skin;
3847 3455
3848 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 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
3850 if (skin == NULL) 3461 if (!skin)
3851 return; 3462 return;
3852 3463
3853 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3466 {
3900 * not readied. 3511 * not readied.
3901 */ 3512 */
3902void 3513void
3903player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3904{ 3515{
3905 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3906 3518
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3908 { 3520 pl->combat_ob = 0;
3521
3909 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3910 { 3523 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 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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