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Comparing deliantra/server/server/player.C (file contents):
Revision 1.40 by root, Thu Dec 14 22:45:41 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#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 37
77void 38void
78display_motd (const object *op) 39display_motd (const object *op)
79{ 40{
80 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
83 int comp; 44 int comp;
84 int size; 45 int size;
85 46
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 49 return;
90 } 50
91 motd[0] = '\0'; 51 motd[0] = '\0';
92 size = 0; 52 size = 0;
53
93 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
94 { 55 {
95 if (*buf == '#') 56 if (*buf == '#')
96 continue; 57 continue;
58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 60 size += strlen (buf);
99 } 61 }
62
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
102} 65}
103 66
104void 67void
110 int comp; 73 int comp;
111 int size; 74 int size;
112 75
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 78 return;
117 } 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
82
120 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
121 { 84 {
122 if (*buf == '#') 85 if (*buf == '#')
123 continue; 86 continue;
87
124 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
125 { 89 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 91 break;
128 } 92 }
93
129 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 95 size += strlen (buf);
131 } 96 }
97
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
134} 100}
135 101
136void 102void
144 int size; 110 int size;
145 111
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 114 return;
115
149 news[0] = '\0'; 116 news[0] = '\0';
150 subject[0] = '\0'; 117 subject[0] = '\0';
151 size = 0; 118 size = 0;
119
152 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
153 { 121 {
154 if (*buf == '#') 122 if (*buf == '#')
155 continue; 123 continue;
124
156 if (*buf == '%') 125 if (*buf == '%')
157 { /* send one news */ 126 { /* send one news */
158 if (size > 0) 127 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
160 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
161 strip_endline (subject); 131 strip_endline (subject);
162 size = 0; 132 size = 0;
163 news[0] = '\0'; 133 news[0] = '\0';
164 } 134 }
173 size += strlen (buf); 143 size += strlen (buf);
174 } 144 }
175 } 145 }
176 146
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
180} 150}
181 151
182int 152float
183playername_ok (const char *cp) 153player::weapon_speed () const
184{ 154{
185 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 156}
289 157
290/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
291static void 159static void
292set_first_map (object *op) 160set_first_map (object *op)
293{ 161{
294 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
295 op->x = -1; 163 op->x = -1;
296 op->y = -1; 164 op->y = -1;
297 enter_exit (op, NULL);
298} 165}
299 166
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
300/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
302 * mode. 377 * mode.
303 */ 378 */
304 379player *
305int 380player::create ()
306add_player (client_socket *ns)
307{ 381{
308 player *p = new player; 382 player *pl = new player;
309 383
310 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 385
313 p->next = first_player; 386 pl->ob->roll_stats ();
314 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
315 389
316 p = get_player (p);
317
318 set_first_map (p->ob); 390 set_first_map (pl->ob);
319 391
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 392 return pl;
328} 393}
329 394
330/* 395/*
331 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
341 { 406 {
342 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
343 at = first_archetype; 408 at = first_archetype;
344 else 409 else
345 at = at->next; 410 at = at->next;
411
346 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
347 return at; 413 return at;
414
348 if (at == start) 415 if (at == start)
349 { 416 {
350 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 418 exit (-1);
352 } 419 }
353 } 420 }
354} 421}
355 422
356
357object * 423object *
358get_nearest_player (object *mon) 424get_nearest_player (object *mon)
359{ 425{
360 object *op = NULL; 426 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 427 objectlink *ol;
363 unsigned lastdist; 428 unsigned lastdist;
364 rv_vector rv; 429 rv_vector rv;
365 430
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 432 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 440 object *tmp = ol->ob;
376 441
377 /* 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
378 * itself will have been cleared. 443 * itself will have been cleared.
379 */ 444 */
380 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 ());
381 ol = ol->next; 447 ol = ol->next;
382 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
383 if (!ol) 449 if (!ol)
384 return op; 450 return op;
385 } 451 }
398 { 464 {
399 op = ol->ob; 465 op = ol->ob;
400 lastdist = rv.distance; 466 lastdist = rv.distance;
401 } 467 }
402 } 468 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 469
404 { 470 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
409 { 473 {
410 op = pl->ob; 474 op = pl->ob;
411 lastdist = rv.distance; 475 lastdist = rv.distance;
412 } 476 }
413 } 477
414 }
415#if 0 478#if 0
416 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)");
417#endif 480#endif
418 return op; 481 return op;
419} 482}
437 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 502 * is probably not a good thing.
440 */ 503 */
441#define MAX_SPACES 50 504#define MAX_SPACES 50
442
443 505
444/* 506/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 540 x = mon->x;
479 y = mon->y; 541 y = mon->y;
480 m = mon->map; 542 m = mon->map;
481 dir = rv.direction; 543 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 548 if (diff > max)
486 return 0; 549 return 0;
550
487 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
488 { 552 {
489 lastx = x; 553 lastx = x;
490 lasty = y; 554 lasty = y;
491 lastmap = m; 555 lastmap = m;
573 max--; 637 max--;
574 lastdir = dir; 638 lastdir = dir;
575 if (!firstdir) 639 if (!firstdir)
576 firstdir = dir; 640 firstdir = dir;
577 } 641 }
642
578 if (diff <= 1) 643 if (diff <= 1)
579 { 644 {
580 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 646 * headed toward player for entire distance.
582 */ 647 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 650 }
651
586 if (diff > max) 652 if (diff > max)
587 return 0; 653 return 0;
588 } 654 }
655
589 /* 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 */
590 if (!max) 657 if (!max)
591 return 0; 658 return 0;
592 659
593 return firstdir; 660 return firstdir;
686 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
687 link_player_skills (pl); 754 link_player_skills (pl);
688} 755}
689 756
690void 757void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
775{ 759{
776 if (party == NULL) 760 if (party == NULL)
777 { 761 {
778 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);
779 return; 763 return;
780 } 764 }
765
781 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
784 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:");
785} 770}
786
787 771
788/* 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. */
789int 773static int
790roll_stat (void) 774roll_stat (void)
791{ 775{
792 int a[4], i, j, k; 776 int a[4], i, j, k;
793 777
794 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
796 780
797 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 782 if (a[i] < k)
799 k = a[i], j = i; 783 k = a[i], j = i;
800 784
801 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 786 if (i != j)
804 k += a[i]; 787 k += a[i];
805 } 788
806 return k; 789 return k;
807} 790}
808 791
809void 792void
810roll_stats (object *op) 793object::roll_stats ()
811{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
812 int sum = 0; 799 int sum = 0;
813 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
815 802
816 do 803 if (sum >= 82 && sum <= 116)
804 break;
817 { 805 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 806
829 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 809
838 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
839 do 811 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 812
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 813 stats.exp = 0;
874 op->stats.ac = 0; 814 stats.ac = 0;
875 815
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
885} 828}
886 829
887void 830void
888Roll_Again (object *op) 831object::swap_stats (int a, int b)
889{ 832{
890 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 834
895void 835 for (int i = 0; i < NUM_STATS; ++i)
896Swap_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)
897{ 862{
898 signed char tmp;
899 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
900 864
901 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 869}
1016 870
1017/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1021 * not the class. 875 * not the class.
1022 */ 876 */
1023 877void
1024int 878player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 879{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 882
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 884 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1045 886
1046 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1048 889
1049 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1050 891
1051 if (op->msg) 892 if (ob->msg)
1052 op->msg = NULL; 893 ob->msg = 0;
1053 894
1054 /* 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
1055 * to save here. 896 * to save here.
1056 */ 897 */
898 {
899 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1059 903
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 904 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 907 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1068 fix_player (op); 909 ob->update_stats ();
1069 910
1070 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1071 * is one for this race 912 * is one for this race
1072 */ 913 */
1073 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1074 { 915 {
1075 object *tmp; 916 object *tmp;
1076 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1077 918
1078 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);
1079 tmp = object::create (); 920 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1083 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;
1084 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1085 * default initial map */ 926 * default initial map */
1086 tmp->destroy (); 927 tmp->destroy ();
1087 } 928 }
1088 else 929 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 931}
1092 return 0;
1093 }
1094 932
933void
934player::chargen_race_next ()
935{
1095 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1097 */ 938 */
1098 939
1099 tmp_loop = 0; 940 do
1100 while (!tmp_loop)
1101 { 941 {
1102 shstr name = op->name; 942 shstr name = ob->name;
1103 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1104 944
1105 remove_statbonus (op); 945 ob->remove_statbonus ();
1106 op->remove (); 946 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 949 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1112 op->x = x; 952 ob->x = x;
1113 op->y = y; 953 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 957 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 958 }
959 while (!allowed_class (ob));
1120 960
1121 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 963 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 966 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 967}
1183 968
1184void 969void
1185flee_player (object *op) 970flee_player (object *op)
1186{ 971{
1216 { 1001 {
1217 op->enemy = NULL; 1002 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1004 return;
1220 } 1005 }
1006
1221 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1222 1008
1223 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1225 { 1011 {
1226 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1227 1013
1228 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)))
1229 {
1230 return; 1015 return;
1231 }
1232 } 1016 }
1017
1233 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1020 op->enemy = NULL;
1236} 1021}
1237 1022
1238
1239/* 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.
1240 * 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
1241 * stop. 1025 * stop.
1242 */ 1026 */
1243int 1027int
1244check_pick (object *op) 1028check_pick (object *op)
1245{ 1029{
1246 object *tmp, *next; 1030 object *tmp, *next;
1247 int stop = 0; 1031 int stop = 0;
1248 int j, k, wvratio; 1032 int wvratio;
1249 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1250 1034
1251 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1253 return 1; 1037 return 1;
1254 1038
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1109 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1114 }
1115
1359 /* philosophy: 1116 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1121 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1375 * found object is returned.
1619 */ 1376 */
1620object * 1377object *
1621find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1622{ 1379{
1623 object *tmp = NULL; 1380 object *tmp = 0;
1624 1381
1625 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1626 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))
1627 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1629 return op; 1386 return op;
1387
1630 return tmp; 1388 return tmp;
1631} 1389}
1632 1390
1633/* 1391/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1396 */
1639
1640object * 1397object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1399{
1643 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1468 * op = the shooter
1712 * type = bow->race 1469 * type = bow->race
1713 * dir = fire direction 1470 * dir = fire direction
1714 */ 1471 */
1715
1716object * 1472object *
1717pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1718{ 1474{
1719 object *tmp = NULL; 1475 object *tmp = NULL;
1720 maptile *m; 1476 maptile *m;
1785 */ 1541 */
1786int 1542int
1787fire_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)
1788{ 1544{
1789 object *left, *bow; 1545 object *left, *bow;
1790 int bowspeed, mflags; 1546 int mflags;
1791 maptile *m; 1547 maptile *m;
1792 1548
1793 if (!dir) 1549 if (!dir)
1794 { 1550 {
1795 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!");
1796 return 0; 1552 return 0;
1797 } 1553 }
1798 if (op->type == PLAYER) 1554
1799 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1800 else 1557 else
1801 { 1558 {
1802 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1803 /* 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
1804 * 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.
1809 if (!bow) 1566 if (!bow)
1810 { 1567 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1569 return 0;
1813 } 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
1814 } 1579 }
1580
1815 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1816 { 1582 {
1817 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);
1818 return 0; 1584 return 0;
1819 } 1585 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1586
1829 if (arrow == NULL) 1587 if (arrow == NULL)
1830 { 1588 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1590 {
1833 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1834 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);
1835 /* 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 */
1836 else 1594 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1838 return 0; 1597 return 0;
1839 } 1598 }
1840 } 1599 }
1600
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1603 return 0;
1845 } 1604
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1606 {
1848 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.");
1849 return 0; 1608 return 0;
1850 } 1609 }
1856 return 0; 1615 return 0;
1857 } 1616 }
1858 1617
1859 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1620 if (!arrow)
1862 { 1621 {
1863 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);
1864 return 0; 1623 return 0;
1865 } 1624 }
1625
1866 arrow->set_owner (op); 1626 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1628 arrow->direction = dir;
1870 arrow->x = sx; 1629
1871 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;
1872 1667
1873 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1874 { 1669 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1908 } 1677 }
1909 else 1678 else
1910 { 1679 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1680 arrow->level = op->level;
1913 } 1681 arrow->stats.wc -= bow->magic;
1914 1682
1915 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1916 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1917 1688
1918 if (bow->slaying != NULL) 1689 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1691
1921 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1695
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1927 1698
1928 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1700 move_arrow (arrow);
1930 1701
1931 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1951{ 1722{
1952 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1953 1724
1954 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1955 { 1726 {
1956 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);
1957 } 1728 }
1958 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)
1959 { 1730 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1732 wcmod = -1;
1733
1962 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);
1963 } 1735 }
1964 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1965 { 1737 {
1966 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);
1970 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1743 {
1972 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);
1973 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);
1974 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);
1975
1976 } 1747 }
1977 else 1748 else
1978 { 1749 {
1979 /* Simple case */ 1750 /* Simple case */
1980 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);
1981 } 1752 }
1753
1982 return ret; 1754 return ret;
1983} 1755}
1984
1985 1756
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1988 */ 1759 */
1989void 1760void
1990fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1991{ 1762{
1992 object *item; 1763 object *item = op->contr->ranged_ob;
1993 1764
1994 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1995 { 1766 {
1996 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.");
1997 return; 1768 return;
1998 } 1769 }
1999 1770
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1771 if (!item->inv)
2002 { 1772 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1774 return;
2005 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2006 if (item->type == WAND) 1780 if (item->type == WAND)
2007 { 1781 {
2008 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2009 { 1783 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2012 return; 1787 return;
2013 } 1788 }
2014 } 1789 }
2015 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2016 { 1791 {
2017 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))
2018 { 1793 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2020 if (item->type == ROD) 1796 if (item->type == ROD)
2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1798 else
2023 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
2024 return; 1801 return;
2025 } 1802 }
2026 } 1803 }
2027 1804
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1813
2037 if (item->arch) 1814 if (item->arch)
2038 { 1815 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2041 item->speed = 0; 1818 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1819 }
1820
2044 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1823 }
2047 } 1824 }
2048 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1826 drain_rod_charge (item);
2051 }
2052 } 1827 }
2053} 1828}
2054 1829
2055/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2056 */ 1831 */
2061 1836
2062 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2064 make_visible (op); 1839 make_visible (op);
2065 1840
2066 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2067 { 1844 {
2068 case range_none: 1845 control_golem (op->contr->golem, dir);
2069 return; 1846 return;
1847 }
2070 1848
2071 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:
2072 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2073 return; 1861 break;
2074 1862
2075 case range_magic: /* Casting spells */ 1863 case SPELL:
2076 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);
2077 return; 1865 break;
2078 1866
2079 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:
2080 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2081 return; 1877 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1878 }
2109} 1879}
2110
2111
2112 1880
2113/* find_key 1881/* find_key
2114 * 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
2115 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1886 * pl is the player,
2119 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2122 */ 1890 */
2123
2124object * 1891object *
2125find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2126{ 1893{
2127 object *tmp, *key; 1894 object *tmp, *key;
2128 1895
2129 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1897 if (!container->inv)
2131 return NULL; 1898 return 0;
2132 1899
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1902 {
2136 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1904 break;
2138 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2140 */ 1907 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1909 break;
2143 } 1910 }
1911
2144 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1915 * a key, return
2148 */ 1916 */
2149 if (!tmp) 1917 if (!tmp)
2150 { 1918 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1920 {
2153 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1923 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2157 return key; 1925 return key;
2158 } 1926 }
2159 } 1927 }
1928
2160 if (!tmp) 1929 if (!tmp)
2161 return NULL; 1930 return NULL;
2162 } 1931 }
1932
2163 /* 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,
2164 * see if we actually want to use it 1934 * see if we actually want to use it
2165 */ 1935 */
2166 if (pl != container) 1936 if (pl != container)
2167 { 1937 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1960 return NULL;
2191 } 1961 }
2192 } 1962 }
1963
2193 return tmp; 1964 return tmp;
2194} 1965}
2195 1966
2196/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1970 * 0 otherwise
2200 */ 1971 */
2201static int 1972static int
2202player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2203{ 1974{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2208 */ 1978 */
2209 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2212 if (key) 1982 if (key)
2213 { 1983 {
2214 object *container = key->env; 1984 object *container = key->env;
2215 1985
2216 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
2217 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2218 make_visible (op); 1989 make_visible (op);
1990
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2221 if (door->type == DOOR) 1994 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2226 { 1997 {
2227 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));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2229 } 2000 }
2001
2230 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2233 if (container != op) 2005 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2235 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2236 } 2009 }
2237 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2238 { 2011 {
2239 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2014 return 1;
2242 } 2015 }
2016
2243 return 0; 2017 return 0;
2244} 2018}
2245 2019
2246/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2251 */ 2025 */
2252
2253void 2026void
2254move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2255{ 2028{
2256 object *tmp, *mon; 2029 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2030 int on_battleground;
2259 maptile *m; 2031 maptile *m;
2260 2032
2261 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2263 2035
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2265 2037
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2274 */ 2046 */
2275 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))
2276 { 2048 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2050 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2280 if (!m) 2052 if (!m)
2281 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2282 } 2054 }
2283 else 2055 else
2284 m = op->map; 2056 m = op->map;
2285 2057
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2059 return;
2290 }
2291 2060
2292 mon = NULL; 2061 mon = 0;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2065 * on the space
2297 */ 2066 */
2298 while (tmp != NULL) 2067 while (tmp)
2299 { 2068 {
2300 if (tmp == op) 2069 if (tmp == op)
2301 { 2070 {
2302 tmp = tmp->above; 2071 tmp = tmp->above;
2303 continue; 2072 continue;
2313 mon = tmp; 2082 mon = tmp;
2314 2083
2315 tmp = tmp->above; 2084 tmp = tmp->above;
2316 } 2085 }
2317 2086
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2088 return; /* into a wall */
2320 2089
2321 if (mon->head != NULL) 2090 if (mon->head)
2322 mon = mon->head; 2091 mon = mon->head;
2323 2092
2324 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))
2325 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2326 return; 2095 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2118 {
2350 /* 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 */
2351 if (op->contr->braced) 2120 if (op->contr->braced)
2352 return; 2121 return;
2122
2353 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);
2354 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2126 make_visible (op);
2127
2357 return; 2128 return;
2358 } 2129 }
2359 2130
2360 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2134 * attack them either.
2364 */ 2135 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (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)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2139 (op->contr->peaceful
2369 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2370 && mon->contr-> 2141 && mon->contr->
2371 peaceful)) && 2142 peaceful)) &&
2372#else 2143#else
2373 op->contr->peaceful && 2144 op->contr->peaceful &&
2374#endif 2145#endif
2375 !on_battleground)) 2146 !on_battleground))
2376 { 2147 {
2377 if (!op->contr->braced) 2148 if (!op->contr->braced)
2378 { 2149 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2381 } 2152 }
2382 else 2153 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2155
2386 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2157 make_visible (op);
2388 } 2158 }
2389 2159
2390 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2171 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2173 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2175 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2178 {
2410
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2417 { 2180 {
2181 op->contr->has_hit = 1;
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2419
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2183 }
2422 2184
2423 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2424 2186
2425 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2190 * the wiz.
2430 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))
2431 { 2193 {
2432 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2433 2195
2434 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2437 } 2199 }
2200
2438 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2439 make_visible (op); 2202 make_visible (op);
2440 } 2203 }
2441 } /* if player should attack something */ 2204 } /* if player should attack something */
2442} 2205}
2444int 2207int
2445move_player (object *op, int dir) 2208move_player (object *op, int dir)
2446{ 2209{
2447 int pick; 2210 int pick;
2448 2211
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2213 return 0;
2451 2214
2452 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2454 { 2217 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2219 return 0;
2457 } 2220 }
2458 2221
2459 /* peterm: added following line */ 2222 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2225
2463 op->facing = dir; 2226 op->facing = dir;
2464 2227
2465 if (op->hide) 2228 if (op->hide)
2466 do_hidden_move (op); 2229 do_hidden_move (op);
2477 2240
2478 /* 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
2479 * server can handle repeat firing. 2242 * server can handle repeat firing.
2480 */ 2243 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2245 op->direction = dir;
2484 }
2485 else 2246 else
2486 {
2487 op->direction = 0; 2247 op->direction = 0;
2488 } 2248
2489 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2251 * for players.
2492 */ 2252 */
2493 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2503 */ 2263 */
2504int 2264int
2505handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2506{ 2266{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2268 {
2529 flee_player (op); 2269 flee_player (op);
2270
2530 /* 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 */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2532 { 2273 {
2533 op->speed_left--; 2274 --op->speed_left;
2534 return 0; 2275 return 0;
2535 } 2276 }
2536 } 2277 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2278
2546 /* 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
2547 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2281 * called, so we recheck it here.
2549 */ 2282 */
2550 HandleClient (op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2284 return 1;
2553 2285
2286 if (op->speed_left > 0.f)
2287 {
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2289 {
2556 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2291 --op->speed_left;
2558 2292
2559 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2560 * 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
2561 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2562 */ 2296 */
2563 move_player (op, op->direction); 2297 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2298
2565 return 1; 2299 return op->speed_left > 0.f;
2566 else 2300 }
2567 return 0;
2568 } 2301 }
2302
2569 return 0; 2303 return 0;
2570} 2304}
2571 2305
2572int 2306int
2573save_life (object *op) 2307save_life (object *op)
2574{ 2308{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2310 return 0;
2579 2311
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2314 {
2583 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);
2584 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));
2585 2317
2593 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2594 2326
2595 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2596 op->stats.food = 999; 2328 op->stats.food = 999;
2597 2329
2598 fix_player (op); 2330 op->update_stats ();
2599 return 1; 2331 return 1;
2600 } 2332 }
2333
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2337 return 0;
2605} 2338}
2610 * from. 2343 * from.
2611 */ 2344 */
2612void 2345void
2613remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2614{ 2347{
2615 object *next;
2616
2617 while (op) 2348 while (op)
2618 { 2349 {
2619 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' */
2620 * we remove object 'op' 2351
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2353 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2630 } 2358 }
2631 else if (op->inv) 2359 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2633 op = next; 2362 op = next;
2634 } 2363 }
2635} 2364}
2636
2637 2365
2638/* 2366/*
2639 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2383 else
2656 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2387 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2660 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);
2661 else 2390 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2394 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2666 { 2396 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2399 strcat (buf2, buf);
2670 } 2400 }
2401
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2674 return buf2; 2406 return buf2;
2675} 2407}
2676
2677
2678 2408
2679void 2409void
2680do_some_living (object *op) 2410do_some_living (object *op)
2681{ 2411{
2682 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2688 int rate_grace = 2000; 2418 int rate_grace = 2000;
2689 const int max_hp = 1; 2419 const int max_hp = 1;
2690 const int max_sp = 1; 2420 const int max_sp = 1;
2691 const int max_grace = 1; 2421 const int max_grace = 1;
2692 2422
2693 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2694 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]);
2698 } 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 }
2699 2441
2700 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2701 { 2443 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2448 else
2708 { 2449 {
2709 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2452 }
2453
2712 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2456 else
2715 { 2457 {
2716 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2460 }
2461
2719 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2464 else
2722 { 2465 {
2723 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2724 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2725 } 2468 }
2726 2469
2727 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2728 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2729 { 2472 {
2730 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);
2731 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2732 { 2475 {
2733 op->stats.sp++; 2476 op->stats.sp++;
2739 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2484 op->stats.food = last_food;
2742 } 2485 }
2743 } 2486 }
2487
2744 if (max_sp > 1) 2488 if (max_sp > 1)
2745 { 2489 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2491 if (over_sp > 0)
2748 { 2492 {
2749 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2750 { 2494 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2752 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))
2753 op->stats.sp--; 2498 op->stats.sp--;
2499
2754 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2756 } 2502 }
2757 op->last_sp = 0; 2503 op->last_sp = 0;
2758 } 2504 }
2759 else 2505 else
2760 {
2761 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);
2762 }
2763 } 2507 }
2764 else 2508 else
2765 {
2766 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);
2767 }
2768 } 2510 }
2769 2511
2770 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2773 { 2515 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2776 if (max_grace > 1) 2519 if (max_grace > 1)
2777 { 2520 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2522 if (over_grace > 0)
2780 { 2523 {
2808 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2553 op->stats.food = last_food;
2811 } 2554 }
2812 } 2555 }
2556
2813 if (max_hp > 1) 2557 if (max_hp > 1)
2814 { 2558 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2560 if (over_hp > 0)
2817 { 2561 {
2841 2585
2842 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2588 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2846 /* dms do not consume food */ 2591 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2593 op->stats.food--;
2849 } 2594 }
2850 }
2851 2595
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2597 {
2854 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2855 2599
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 { 2601 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2609 break;
2866 } 2610 }
2867 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2868 flesh = tmp; 2612 flesh = tmp;
2869 } /* End if paid for object */ 2613 } /* End if paid for object */
2870 } /* end of for loop */ 2614 } /* end of for loop */
2615
2871 /* 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
2872 * eat flesh instead. 2617 * eat flesh instead.
2873 */ 2618 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2620 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2878 } 2623 }
2879 } /* end if player is starving */ 2624 }
2880 2625
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2883 2628
2884 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))
2885 kill_player (op); 2630 kill_player (op);
2631 }
2886} 2632}
2887
2888
2889 2633
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2637 * file.
2923 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!");
2924 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...");
2925 2669
2926 /* restore player */ 2670 /* restore player */
2927 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2673 {
2931 tmp->destroy (); 2674 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2676 }
2934 2677
2935 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2680 {
2939 tmp->destroy (); 2681 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2683 }
2942 2684
2944 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2688 op->stats.food = 999;
2947 2689
2948 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2692 {
2952 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2694 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2698 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2960 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2702 }
2963 2703
2964 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2706 op->contr->braced = 0;
2971 2711
2972 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2973 2713
2974 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2975 { 2715 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
2985 } 2718 }
2986 else 2719 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
2996 } 2721
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2723
2999 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3000 x = op->x; 2725 x = op->x;
3001 y = op->y; 2726 y = op->y;
3002 map = op->map; 2727 map = op->map;
3003 2728
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2732 */
3011 2733
3012 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2736 * of death.
3015 */ 2737 */
3016#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3018 { 2740 {
3019 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2743 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2746 little bit harder. */
3025 /* GD */ 2747 /* GD */
3026 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2749 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2750 else
3032 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3033 num_stats_lose = 1; 2754 num_stats_lose = 1;
3034 } 2755
3035 lost_a_stat = 0; 2756 lost_a_stat = 0;
3036 2757
3037 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3038 { 2759 {
3039 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3040 2761
3041 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3042 { 2763 {
3043 /* 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
3044 * what he lost. 2765 * what he lost.
3045 */ 2766 */
3046 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 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);
3052 } 2785 }
3053 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3054 { 2788 {
3055 /* deplete a stat */ 2789 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3057 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3058 2792 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2793 {
3062 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3064 } 2796
3065 lose_this_stat = 1; 2797 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 if (this_stat < 0) 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)
3072 { 2803 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2804 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2806 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2807 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2808 else
3107 if (this_stat >= -50)
3108 { 2809 {
3109 change_attr_value (&(dep->stats), i, -1); 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 lost_a_stat = 1; 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"); */
3114 } 2815 }
3115 } 2816 }
3116 } 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 }
3117 } 2836 }
2837 }
2838 }
3118 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2840 if (!lost_a_stat)
3120 { 2841 {
3121 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3124 2845
3125 if (god && (strcmp (god, "none"))) 2846 if (god && (strcmp (god, "none")))
3126 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3127 else 2848 else
3128 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.");
3129 } 2850 }
3130#else 2851#else
3131 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.");
3132#endif 2853#endif
3133 2854
3134 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2856 * exp loss on the stone.
3136 */ 2857 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2860 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2862 tmp->name_pl = buf;
3142 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3143 tmp->msg = buf; 2864 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2867
3147 /**************************************/ 2868 /**************************************/
3148 /* */ 2869 /* */
3149 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3152 /* */ 2873 /* */
3153 /**************************************/ 2874 /**************************************/
3154 2875
3155 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2877 /* restore player */
3157 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
3159 2880
3160 if (tmp) 2881 if (tmp)
3161 { 2882 {
3162 tmp->destroy (); 2883 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2885 }
3165 2886
3166 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2889 if (tmp)
3169 { 2890 {
3170 tmp->destroy (); 2891 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2893 }
3173 2894
3174 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3175 2896
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3179 op->stats.food = 900; 2900 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2904
3184 /* 2905 /*
3185 * 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
3186 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3187 * in the map. 2908 */
3188 */
3189
3190 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3192 2910
3193 /****************************************/ 2911 /****************************************/
3194 /* */ 2912 /* */
3195 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3197 /* */ 2915 /* */
3198 /****************************************/ 2916 /****************************************/
3199 2917
3200 enter_player_savebed (op); 2918 enter_player_savebed (op);
3201 2919
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2920 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2921
3208 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2925 * on the space that might harm the player.
3212 */ 2926 */
3213 will_kill_again = 0; 2927 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3217 2931
3218 if (will_kill_again) 2932 if (will_kill_again)
3219 { 2933 {
3220 object *force; 2934 object *force;
3221 int at; 2935 int at;
3222 2936
3223 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2939 force->speed = 0.1f;
3226 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3227 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2944 force->resist[at] = 100;
3231 2945
3232 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3233 fix_player (op); 2947 op->update_stats ();
3234 2948
3235 } 2949 }
3236 2950
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2952}
3306
3307 2953
3308void 2954void
3309loot_object (object *op) 2955loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3312 2958
3313 if (op->container) 2959 op->close_container (); /* close open sack first */
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container);
3316 }
3317 2960
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3319 { 2962 {
3320 next = tmp->below; 2963 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3322 continue; 2966 continue;
2967
3323 tmp->remove (); 2968 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3325 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3327 loot_object (tmp); 2973
3328 }
3329 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))))
3330 { 2975 {
3331 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3332 { 2977 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 tmp2->destroy (); 2979 tmp2->destroy ();
3345/* 2990/*
3346 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3347 * 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
3348 * was changed. 2993 * was changed.
3349 */ 2994 */
3350
3351void 2995void
3352fix_weight (void) 2996fix_weight (void)
3353{ 2997{
3354 player *pl; 2998 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 2999 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 3001
3360 if (old == sum) 3002 if (old == sum)
3361 continue; 3003 continue;
3362 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3363 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);
3364 } 3006 }
3365} 3007}
3366 3008
3367void 3009void
3368fix_luck (void) 3010fix_luck (void)
3369{ 3011{
3370 player *pl; 3012 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3375} 3015}
3376
3377 3016
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3381 */ 3020 */
3382
3383void 3021void
3384cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3385{ 3023{
3386 object *skop, *spob; 3024 object *skop, *spob;
3387 3025
3421 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3422 { 3060 {
3423 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3424 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3425 } 3063 }
3064
3426 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3427} 3066}
3428 3067
3429int 3068int
3430is_true_undead (object *op) 3069is_true_undead (object *op)
3431{ 3070{
3432 object *tmp = NULL;
3433
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3072 return 1;
3436 3073
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3074 return 0;
3443} 3075}
3444 3076
3445/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3502 3134
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3136
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3509 { 3140 {
3510 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!");
3511 make_visible (op); 3142 make_visible (op);
3512 return; 3143 return;
3513 } 3144 }
3514 else 3145 else
3515 num += 20; 3146 num += 20;
3516 } 3147
3517 num += op->map->difficulty; 3148 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3150 num -= hide;
3151
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3153 {
3522 make_visible (op); 3154 make_visible (op);
3523 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3524 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!");
3525 } 3157 }
3526 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3160}
3531 3161
3532/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3533 3163
3534int 3164int
3561 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3562 continue; 3192 continue;
3563 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)))
3564 continue; 3194 continue;
3565 3195
3566 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)
3567 { 3197 {
3568 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))
3569 return 1; 3199 return 1;
3570 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3571 { 3201 {
3601 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3602 { 3232 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3234 return -1;
3605 } 3235 }
3236
3606 if (!pl || !op) 3237 if (!pl || !op)
3607 return 0; 3238 return 0;
3608 3239
3609 if (op->head)
3610 {
3611 op = op->head; 3240 op = op->head_ ();
3612 } 3241
3613 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3614 3243
3615 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3245 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3625 3254
3626 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3257 * for any meaningful values.
3629 */ 3258 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3262 return 1;
3634 op = op->more; 3263 op = op->more;
3635 } 3264 }
3636 return 0; 3265 return 0;
3637} 3266}
3734 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3735 int i = 0, j = 0; 3364 int i = 0, j = 0;
3736 3365
3737 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3738 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3739 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3740 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3741 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3742 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3743 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3744 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3745 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3746 3375
3747 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3748 return; 3377 return;
3749 3378
3750 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++);
3751 3380
3752 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3753 { 3382 {
3754 /* 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]); */
3755 return; 3384 return;
3756 } 3385 }
3757 3386
3823 { 3452 {
3824 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3454 object *skin;
3826 3455
3827 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3459 ;
3460
3829 if (skin == NULL) 3461 if (!skin)
3830 return; 3462 return;
3831 3463
3832 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3466 {
3879 * not readied. 3511 * not readied.
3880 */ 3512 */
3881void 3513void
3882player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3883{ 3515{
3884 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3885 3518
3886 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3887 { 3520 pl->combat_ob = 0;
3521
3888 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3889 { 3523 pl->ranged_ob = 0;
3890 pl->ranges[i] = NULL;
3891 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none;
3894 }
3895 }
3896 }
3897} 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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