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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184} 150}
185 151
186int 152float
187playername_ok (const char *cp) 153player::weapon_speed () const
188{ 154{
189 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 156}
310 157
311/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
312static void 159static void
313set_first_map (object *op) 160set_first_map (object *op)
314{ 161{
315 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
316 op->x = -1; 163 op->x = -1;
317 op->y = -1; 164 op->y = -1;
318 enter_exit (op, NULL);
319} 165}
320 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
345 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point.
347 */
348 outputs_sync = 4;
349 outputs_count = 4;
350 unapply = unapply_nochoice;
351
352 savebed_map = first_map_path; /* Init. respawn position */
353
354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
321/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
323 * mode. 385 * mode.
324 */ 386 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
330 391
331 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 393
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 394 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 395 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 396 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 397
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 398 set_first_map (pl->ob);
343 399
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 400 return pl;
351} 401}
352 402
353/* 403/*
354 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
364 { 414 {
365 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
366 at = first_archetype; 416 at = first_archetype;
367 else 417 else
368 at = at->next; 418 at = at->next;
419
369 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
370 return at; 421 return at;
422
371 if (at == start) 423 if (at == start)
372 { 424 {
373 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 426 exit (-1);
375 } 427 }
376 } 428 }
377} 429}
378 430
379
380object * 431object *
381get_nearest_player (object *mon) 432get_nearest_player (object *mon)
382{ 433{
383 object *op = NULL; 434 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 435 objectlink *ol;
386 unsigned lastdist; 436 unsigned lastdist;
387 rv_vector rv; 437 rv_vector rv;
388 438
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 440 {
391 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 448 object *tmp = ol->ob;
399 449
400 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 451 * itself will have been cleared.
402 */ 452 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
404 ol = ol->next; 455 ol = ol->next;
405 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
406 if (!ol) 457 if (!ol)
407 return op; 458 return op;
408 } 459 }
421 { 472 {
422 op = ol->ob; 473 op = ol->ob;
423 lastdist = rv.distance; 474 lastdist = rv.distance;
424 } 475 }
425 } 476 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 477
427 { 478 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
432 { 481 {
433 op = pl->ob; 482 op = pl->ob;
434 lastdist = rv.distance; 483 lastdist = rv.distance;
435 } 484 }
436 } 485
437 }
438#if 0 486#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 488#endif
441 return op; 489 return op;
442} 490}
460 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 510 * is probably not a good thing.
463 */ 511 */
464#define MAX_SPACES 50 512#define MAX_SPACES 50
465
466 513
467/* 514/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 548 x = mon->x;
502 y = mon->y; 549 y = mon->y;
503 m = mon->map; 550 m = mon->map;
504 dir = rv.direction; 551 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
507 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 556 if (diff > max)
509 return 0; 557 return 0;
558
510 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
511 { 560 {
512 lastx = x; 561 lastx = x;
513 lasty = y; 562 lasty = y;
514 lastmap = m; 563 lastmap = m;
596 max--; 645 max--;
597 lastdir = dir; 646 lastdir = dir;
598 if (!firstdir) 647 if (!firstdir)
599 firstdir = dir; 648 firstdir = dir;
600 } 649 }
650
601 if (diff <= 1) 651 if (diff <= 1)
602 { 652 {
603 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 654 * headed toward player for entire distance.
605 */ 655 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 658 }
659
609 if (diff > max) 660 if (diff > max)
610 return 0; 661 return 0;
611 } 662 }
663
612 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
613 if (!max) 665 if (!max)
614 return 0; 666 return 0;
615 667
616 return firstdir; 668 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 699 {
648 remove_ob (op); 700 op->destroy ();
649 free_object (op);
650 continue; 701 continue;
651 } 702 }
652 } 703 }
653 704
654 /* This really needs to be better - we should really give 705 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 716 if (tmp->type == op->type && tmp->name == op->name)
666 break; 717 break;
667 718
668 if (tmp) 719 if (tmp)
669 { 720 {
670 remove_ob (op); 721 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 723 continue;
674 } 724 }
725
675 if (op->nrof > 1) 726 if (op->nrof > 1)
676 op->nrof = 1; 727 op->nrof = 1;
677 } 728 }
678 729
679 if (op->type == SPELLBOOK && op->inv) 730 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 744 }
694 if (op->type == SPELL) 745 if (op->type == SPELL)
695 { 746 {
696 remove_ob (op); 747 op->destroy ();
697 free_object (op);
698 continue; 748 continue;
699 } 749 }
700 else if (op->type == SKILL) 750 else if (op->type == SKILL)
701 { 751 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
712 link_player_skills (pl); 762 link_player_skills (pl);
713} 763}
714 764
715void 765void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
800{ 767{
801 if (party == NULL) 768 if (party == NULL)
802 { 769 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 771 return;
805 } 772 }
773
806 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 778}
811
812 779
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 781static int
815roll_stat (void) 782roll_stat (void)
816{ 783{
817 int a[4], i, j, k; 784 int a[4], i, j, k;
818 785
819 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
821 788
822 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 790 if (a[i] < k)
824 k = a[i], j = i; 791 k = a[i], j = i;
825 792
826 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 794 if (i != j)
829 k += a[i]; 795 k += a[i];
830 } 796
831 return k; 797 return k;
832} 798}
833 799
834void 800void
835roll_stats (object *op) 801object::roll_stats ()
836{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
837 int sum = 0; 807 int sum = 0;
838 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
840 810
841 do 811 if (sum >= 82 && sum <= 116)
812 break;
842 { 813 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 814
854 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 817
863 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
864 do 819 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 820
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 821 stats.exp = 0;
899 op->stats.ac = 0; 822 stats.ac = 0;
900 823
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
909 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
910} 836}
911 837
912void 838void
913Roll_Again (object *op) 839object::swap_stats (int a, int b)
914{ 840{
915 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 842
920void 843 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
854 stats.hp = stats.maxhp;
855 stats.sp = stats.maxsp;
856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
864 contr->orig_stats = stats;
865 }
866}
867
868static void
869start_info (object *op)
922{ 870{
923 signed char tmp;
924 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
925 872
926 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 877}
1041 878
1042/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1046 * not the class. 883 * not the class.
1047 */ 884 */
1048 885void
1049int 886player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 887{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1068 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1070 897
1071 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1072 899
1073 if (op->msg) 900 if (ob->msg)
1074 op->msg = NULL; 901 ob->msg = 0;
1075 902
1076 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
1077 * to save here. 904 * to save here.
1078 */ 905 */
906 {
907 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1081 911
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 912 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 915 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1090 fix_player (op); 917 ob->update_stats ();
1091 918
1092 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1093 * is one for this race 920 * is one for this race
1094 */ 921 */
1095 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1096 { 923 {
1097 object *tmp; 924 object *tmp;
1098 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1099 926
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 928 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1107 * default initial map */ 934 * default initial map */
1108 free_object (tmp); 935 tmp->destroy ();
1109 } 936 }
1110 else 937 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 939}
1114 return 0;
1115 }
1116 940
941void
942player::chargen_race_next ()
943{
1117 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1119 */ 946 */
1120 947
1121 tmp_loop = 0; 948 do
1122 while (!tmp_loop)
1123 { 949 {
1124 shstr name = op->name; 950 shstr name = ob->name;
1125 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1126 952
1127 remove_statbonus (op); 953 ob->remove_statbonus ();
1128 remove_ob (op); 954 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 956 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 957 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1134 op->x = x; 960 ob->x = x;
1135 op->y = y; 961 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 965 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 966 }
967 while (!allowed_class (ob));
1142 968
1143 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 971 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 974 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 975}
1205 976
1206void 977void
1207flee_player (object *op) 978flee_player (object *op)
1208{ 979{
1238 { 1009 {
1239 op->enemy = NULL; 1010 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1012 return;
1242 } 1013 }
1014
1243 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1244 1016
1245 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1247 { 1019 {
1248 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1249 1021
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1023 return;
1253 }
1254 } 1024 }
1025
1255 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1028 op->enemy = NULL;
1258} 1029}
1259 1030
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1033 * stop.
1264 */ 1034 */
1265int 1035int
1266check_pick (object *op) 1036check_pick (object *op)
1267{ 1037{
1268 object *tmp, *next; 1038 object *tmp, *next;
1269 int stop = 0; 1039 int stop = 0;
1270 int j, k, wvratio; 1040 int wvratio;
1271 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1272 1042
1273 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1275 return 1; 1045 return 1;
1276 1046
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1117 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1122 }
1123
1381 /* philosophy: 1124 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1125 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1128 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1129 * example.
1387 * The drawback: right now it has no frontend, so you need to 1130 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1131 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1166 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1167 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1168 if (tmp->type == FOOD)
1426 { 1169 {
1427 pick_up (op, tmp); 1170 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1171 continue;
1431 } 1172 }
1173
1432 if (op->contr->mode & PU_DRINK) 1174 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1176 {
1435 pick_up (op, tmp); 1177 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1178 continue;
1439 } 1179 }
1440 1180
1441 if (op->contr->mode & PU_POTION) 1181 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1182 if (tmp->type == POTION)
1443 { 1183 {
1444 pick_up (op, tmp); 1184 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1185 continue;
1448 } 1186 }
1449 1187
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1188 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1189 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1190 if (tmp->type == SPELLBOOK)
1453 { 1191 {
1454 pick_up (op, tmp); 1192 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1193 continue;
1458 } 1194 }
1195
1459 if (op->contr->mode & PU_SKILLSCROLL) 1196 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1197 if (tmp->type == SKILLSCROLL)
1461 { 1198 {
1462 pick_up (op, tmp); 1199 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1200 continue;
1466 } 1201 }
1202
1467 if (op->contr->mode & PU_READABLES) 1203 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1205 {
1470 pick_up (op, tmp); 1206 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1207 continue;
1474 } 1208 }
1475 1209
1476 /* wands/staves/rods/horns */ 1210 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1213 {
1480 pick_up (op, tmp); 1214 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1215 continue;
1484 } 1216 }
1485 1217
1486 /* pick up all magical items */ 1218 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1219 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1221 {
1490 pick_up (op, tmp); 1222 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1223 continue;
1494 } 1224 }
1495 1225
1496 if (op->contr->mode & PU_VALUABLES) 1226 if (op->contr->mode & PU_VALUABLES)
1497 { 1227 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1228 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1229 {
1500 pick_up (op, tmp); 1230 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1231 continue;
1504 } 1232 }
1505 } 1233 }
1506 1234
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1235 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1236 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1237 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1238 {
1511 pick_up (op, tmp); 1239 pick_up (op, tmp);
1240 continue;
1512 if (0) 1241 }
1513 fprintf (stderr, "JEWELS\n"); 1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1514 continue; 1248 continue;
1515 } 1249 }
1516 1250
1517 /* bows and arrows. Bows are good for selling! */ 1251 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1252 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1253 if (tmp->type == BOW)
1520 { 1254 {
1521 pick_up (op, tmp); 1255 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1256 continue;
1525 } 1257 }
1258
1526 if (op->contr->mode & PU_ARROW) 1259 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1260 if (tmp->type == ARROW)
1528 { 1261 {
1529 pick_up (op, tmp); 1262 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1263 continue;
1533 } 1264 }
1534 1265
1535 /* all kinds of armor etc. */ 1266 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1267 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1268 if (tmp->type == ARMOUR)
1538 { 1269 {
1539 pick_up (op, tmp); 1270 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1271 continue;
1543 } 1272 }
1273
1544 if (op->contr->mode & PU_HELMET) 1274 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1275 if (tmp->type == HELMET)
1546 { 1276 {
1547 pick_up (op, tmp); 1277 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1278 continue;
1551 } 1279 }
1280
1552 if (op->contr->mode & PU_SHIELD) 1281 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1282 if (tmp->type == SHIELD)
1554 { 1283 {
1555 pick_up (op, tmp); 1284 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1285 continue;
1559 } 1286 }
1287
1560 if (op->contr->mode & PU_BOOTS) 1288 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1289 if (tmp->type == BOOTS)
1562 { 1290 {
1563 pick_up (op, tmp); 1291 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1292 continue;
1567 } 1293 }
1294
1568 if (op->contr->mode & PU_GLOVES) 1295 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1296 if (tmp->type == GLOVES)
1570 { 1297 {
1571 pick_up (op, tmp); 1298 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1299 continue;
1575 } 1300 }
1301
1576 if (op->contr->mode & PU_CLOAK) 1302 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1303 if (tmp->type == CLOAK)
1578 { 1304 {
1579 pick_up (op, tmp); 1305 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1306 continue;
1583 } 1307 }
1584 1308
1585 /* hoping to catch throwing daggers here */ 1309 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1310 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1312 {
1589 pick_up (op, tmp); 1313 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1314 continue;
1593 } 1315 }
1594 1316
1595 /* careful: chairs and tables are weapons! */ 1317 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1318 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1321 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1324 {
1603 pick_up (op, tmp); 1325 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1326 continue;
1607 } 1327 }
1608 } 1328 }
1329
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1330 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1331 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1612 { 1333 {
1613 pick_up (op, tmp); 1334 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1335 continue;
1617 } 1336 }
1618 } 1337 }
1619 } 1338 }
1620 1339
1621 /* misc stuff that's useful */ 1340 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1341 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1343 {
1625 pick_up (op, tmp); 1344 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1345 continue;
1629 } 1346 }
1630 1347
1631 /* any of the last 4 bits set means we use the ratio for value 1348 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1349 * pickups */
1654 continue; 1371 continue;
1655 } 1372 }
1656 } 1373 }
1657 } /* the new pickup model */ 1374 } /* the new pickup model */
1658 } 1375 }
1376
1659 return !stop; 1377 return !stop;
1660} 1378}
1661 1379
1662/* 1380/*
1663 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1665 * found object is returned. 1383 * found object is returned.
1666 */ 1384 */
1667object * 1385object *
1668find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1669{ 1387{
1670 object *tmp = NULL; 1388 object *tmp = 0;
1671 1389
1672 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1674 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1676 return op; 1394 return op;
1395
1677 return tmp; 1396 return tmp;
1678} 1397}
1679 1398
1680/* 1399/*
1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1682 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1683 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1684 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1685 */ 1404 */
1686
1687object * 1405object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1407{
1690 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1757 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1476 * op = the shooter
1759 * type = bow->race 1477 * type = bow->race
1760 * dir = fire direction 1478 * dir = fire direction
1761 */ 1479 */
1762
1763object * 1480object *
1764pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1765{ 1482{
1766 object *tmp = NULL; 1483 object *tmp = NULL;
1767 maptile *m; 1484 maptile *m;
1832 */ 1549 */
1833int 1550int
1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835{ 1552{
1836 object *left, *bow; 1553 object *left, *bow;
1837 int bowspeed, mflags; 1554 int mflags;
1838 maptile *m; 1555 maptile *m;
1839 1556
1840 if (!dir) 1557 if (!dir)
1841 { 1558 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1560 return 0;
1844 } 1561 }
1845 if (op->type == PLAYER) 1562
1846 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1847 else 1565 else
1848 { 1566 {
1849 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1850 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1851 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1856 if (!bow) 1574 if (!bow)
1857 { 1575 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1577 return 0;
1860 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1861 } 1587 }
1588
1862 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1863 { 1590 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1592 return 0;
1866 } 1593 }
1867
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869
1870 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873 if (bowspeed < 1)
1874 bowspeed = 1;
1875 1594
1876 if (arrow == NULL) 1595 if (arrow == NULL)
1877 { 1596 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1598 {
1880 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1882 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1883 else 1602 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1885 return 0; 1605 return 0;
1886 } 1606 }
1887 } 1607 }
1608
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1611 return 0;
1892 } 1612
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1614 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1616 return 0;
1897 } 1617 }
1898 1618
1899 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1620 if (arrow->nrof == 0)
1901 { 1621 {
1902 remove_ob (arrow); 1622 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1623 return 0;
1905 } 1624 }
1906 1625
1907 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1628 if (!arrow)
1910 { 1629 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1631 return 0;
1913 } 1632 }
1914 set_owner (arrow, op); 1633
1634 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1636 arrow->direction = dir;
1918 arrow->x = sx; 1637
1919 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1920 1675
1921 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1922 { 1677 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op);
1925 }
1926
1927 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying);
1933
1934 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper.
1936 */
1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1940 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943
1944 if (arrow->speed < 1.0)
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0;
1948
1949 if (op->type == PLAYER)
1950 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954
1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1956 } 1685 }
1957 else 1686 else
1958 { 1687 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1688 arrow->level = op->level;
1961 } 1689 arrow->stats.wc -= bow->magic;
1962 1690
1963 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1964 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1965 1696
1966 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1699
1969 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1703
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1974 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1975 1706
1976 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1708 move_arrow (arrow);
1978 1709
1979 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1999{ 1730{
2000 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
2001 1732
2002 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
2003 { 1734 {
2004 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2005 } 1736 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1738 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1740 wcmod = -1;
1741
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1743 }
2012 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
2013 { 1745 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1751 {
2020 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2022 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2023
2024 } 1755 }
2025 else 1756 else
2026 { 1757 {
2027 /* Simple case */ 1758 /* Simple case */
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029 } 1760 }
1761
2030 return ret; 1762 return ret;
2031} 1763}
2032
2033 1764
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2036 */ 1767 */
2037void 1768void
2038fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2039{ 1770{
2040 object *item; 1771 object *item = op->contr->ranged_ob;
2041 1772
2042 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2043 { 1774 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2045 return; 1776 return;
2046 } 1777 }
2047 1778
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1779 if (!item->inv)
2050 { 1780 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1782 return;
2053 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2054 if (item->type == WAND) 1788 if (item->type == WAND)
2055 { 1789 {
2056 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2057 { 1791 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2060 return; 1795 return;
2061 } 1796 }
2062 } 1797 }
2063 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2064 { 1799 {
2065 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2066 { 1801 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2068 if (item->type == ROD) 1804 if (item->type == ROD)
2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070 else 1806 else
2071 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
2072 return; 1809 return;
2073 } 1810 }
2074 } 1811 }
2075 1812
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2084 1821
2085 if (item->arch) 1822 if (item->arch)
2086 { 1823 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2089 item->speed = 0; 1826 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1827 }
1828
2092 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1831 }
2095 } 1832 }
2096 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1834 drain_rod_charge (item);
2099 }
2100 } 1835 }
2101} 1836}
2102 1837
2103/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2104 */ 1839 */
2109 1844
2110 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2112 make_visible (op); 1847 make_visible (op);
2113 1848
2114 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2115 { 1852 {
2116 case range_none: 1853 control_golem (op->contr->golem, dir);
2117 return; 1854 return;
1855 }
2118 1856
2119 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
2120 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2121 return; 1869 break;
2122 1870
2123 case range_magic: /* Casting spells */ 1871 case SPELL:
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2125 return; 1873 break;
2126 1874
2127 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
2128 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2129 return; 1885 break;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return;
2157 } 1886 }
2158} 1887}
2159
2160
2161 1888
2162/* find_key 1889/* find_key
2163 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
2164 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1894 * pl is the player,
2168 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2171 */ 1898 */
2172
2173object * 1899object *
2174find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2175{ 1901{
2176 object *tmp, *key; 1902 object *tmp, *key;
2177 1903
2178 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1905 if (!container->inv)
2180 return NULL; 1906 return 0;
2181 1907
2182 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1910 {
2185 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1912 break;
2187 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2189 */ 1915 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1917 break;
2192 } 1918 }
1919
2193 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2194 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
2195 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
2196 * a key, return 1923 * a key, return
2197 */ 1924 */
2198 if (!tmp) 1925 if (!tmp)
2199 { 1926 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1928 {
2202 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1931 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2206 return key; 1933 return key;
2207 } 1934 }
2208 } 1935 }
1936
2209 if (!tmp) 1937 if (!tmp)
2210 return NULL; 1938 return NULL;
2211 } 1939 }
1940
2212 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
2213 * see if we actually want to use it 1942 * see if we actually want to use it
2214 */ 1943 */
2215 if (pl != container) 1944 if (pl != container)
2216 { 1945 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1968 return NULL;
2240 } 1969 }
2241 } 1970 }
1971
2242 return tmp; 1972 return tmp;
2243} 1973}
2244 1974
2245/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1978 * 0 otherwise
2249 */ 1979 */
2250static int 1980static int
2251player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2252{ 1982{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* If its a door, try to find a use a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 1984 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2257 */ 1986 */
2258 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2261 if (key) 1990 if (key)
2262 { 1991 {
2263 object *container = key->env; 1992 object *container = key->env;
2264 1993
2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2266 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2267 make_visible (op); 1997 make_visible (op);
1998
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2270 if (door->type == DOOR) 2002 if (door->type == DOOR)
2271 {
2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2273 }
2274 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2275 { 2005 {
2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2277 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2278 } 2008 }
2009
2279 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2282 if (container != op) 2013 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2284 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2285 } 2017 }
2286 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2287 { 2019 {
2288 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 2022 return 1;
2291 } 2023 }
2024
2292 return 0; 2025 return 0;
2293} 2026}
2294 2027
2295/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2300 */ 2033 */
2301
2302void 2034void
2303move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2304{ 2036{
2305 object *tmp, *mon; 2037 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 2038 int on_battleground;
2308 maptile *m; 2039 maptile *m;
2309 2040
2310 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2312 2043
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2314 2045
2315 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2323 */ 2054 */
2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2325 { 2056 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 { 2058 {
2328 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2329 if (!m) 2060 if (!m)
2330 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2331 } 2062 }
2332 else 2063 else
2333 m = op->map; 2064 m = op->map;
2334 2065
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return; 2067 return;
2339 }
2340 2068
2341 mon = NULL; 2069 mon = 0;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2073 * on the space
2346 */ 2074 */
2347 while (tmp != NULL) 2075 while (tmp)
2348 { 2076 {
2349 if (tmp == op) 2077 if (tmp == op)
2350 { 2078 {
2351 tmp = tmp->above; 2079 tmp = tmp->above;
2352 continue; 2080 continue;
2353 } 2081 }
2082
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2084 {
2356 mon = tmp; 2085 mon = tmp;
2357 break; 2086 break;
2358 } 2087 }
2088
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2090 mon = tmp;
2091
2361 tmp = tmp->above; 2092 tmp = tmp->above;
2362 } 2093 }
2363 2094
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2096 return; /* into a wall */
2366 2097
2367 if (mon->head != NULL) 2098 if (mon->head)
2368 mon = mon->head; 2099 mon = mon->head;
2369 2100
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2371 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2372 return; 2103 return;
2381 2112
2382 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2383 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2385 */ 2116 */
2386 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2387#if COZY_SERVER 2118 && ((mon->owner && mon->owner->contr
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2120 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2122 {
2396 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2124 if (op->contr->braced)
2398 return; 2125 return;
2126
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2400 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2401 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2130 make_visible (op);
2131
2403 return; 2132 return;
2404 } 2133 }
2405 2134
2406 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2408 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2409 * attack them either. 2138 * attack them either.
2410 */ 2139 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2413#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2414 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2144 && !on_battleground))
2416 && mon->contr->
2417 peaceful)) &&
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2145 {
2423 if (!op->contr->braced) 2146 if (!op->contr->braced)
2424 { 2147 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2427 } 2150 }
2428 else 2151 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2153
2432 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2155 make_visible (op);
2434 } 2156 }
2435 2157
2436 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2447 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2173 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2176 {
2456
2457 /* If the player hasn't hit something this tick, and does
2458 * so, give them speed boost based on weapon speed. Doing
2459 * it here is better than process_players2, which basically
2460 * incurred a 1 tick offset.
2461 */
2462 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2463 { 2178 {
2179 op->contr->has_hit = 1;
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2465
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 } 2181 }
2468 2182
2469 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2470 2184
2471 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2188 * the wiz.
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 { 2191 {
2478 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2479 2193
2480 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2483 } 2197 }
2198
2484 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2485 make_visible (op); 2200 make_visible (op);
2486 } 2201 }
2487 } /* if player should attack something */ 2202 } /* if player should attack something */
2488} 2203}
2490int 2205int
2491move_player (object *op, int dir) 2206move_player (object *op, int dir)
2492{ 2207{
2493 int pick; 2208 int pick;
2494 2209
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2211 return 0;
2497 2212
2498 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2500 { 2215 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2217 return 0;
2503 } 2218 }
2504 2219
2505 /* peterm: added following line */ 2220 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2223
2509 op->facing = dir; 2224 op->facing = dir;
2510 2225
2511 if (op->hide) 2226 if (op->hide)
2512 do_hidden_move (op); 2227 do_hidden_move (op);
2523 2238
2524 /* Add special check for newcs players and fire on - this way, the 2239 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2240 * server can handle repeat firing.
2526 */ 2241 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2243 op->direction = dir;
2530 }
2531 else 2244 else
2532 {
2533 op->direction = 0; 2245 op->direction = 0;
2534 } 2246
2535 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2249 * for players.
2538 */ 2250 */
2539 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2548 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2549 */ 2261 */
2550int 2262int
2551handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2552{ 2264{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2266 {
2575 flee_player (op); 2267 flee_player (op);
2268
2576 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2578 { 2271 {
2579 op->speed_left--; 2272 --op->speed_left;
2580 return 0; 2273 return 0;
2581 } 2274 }
2582 }
2583
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2275 }
2595 2276
2596 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2279 * called, so we recheck it here.
2599 */ 2280 */
2600 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2282 return 1;
2603 2283
2284 if (op->speed_left > 0.f)
2285 {
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2287 {
2606 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--; 2289 --op->speed_left;
2608 2290
2609 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2612 */ 2294 */
2613 move_player (op, op->direction); 2295 move_player (op, op->direction);
2614 if (op->speed_left > 0) 2296
2615 return 1; 2297 return op->speed_left > 0.f;
2616 else 2298 }
2617 return 0;
2618 } 2299 }
2300
2619 return 0; 2301 return 0;
2620} 2302}
2621 2303
2622int 2304int
2623save_life (object *op) 2305save_life (object *op)
2624{ 2306{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2308 return 0;
2629 2309
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2312 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2635 if (op->contr) 2316 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2318
2638 free_object (tmp); 2319 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2640 if (op->stats.hp < 0) 2322 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2642 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2643 op->stats.food = 999; 2326 op->stats.food = 999;
2644 fix_player (op); 2327
2328 op->update_stats ();
2645 return 1; 2329 return 1;
2646 } 2330 }
2331
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2335 return 0;
2651} 2336}
2656 * from. 2341 * from.
2657 */ 2342 */
2658void 2343void
2659remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2660{ 2345{
2661 object *next;
2662
2663 while (op) 2346 while (op)
2664 { 2347 {
2665 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2666 * we remove object 'op' 2349
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2351 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2676 } 2356 }
2677 else if (op->inv) 2357 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2679 op = next; 2360 op = next;
2680 } 2361 }
2681} 2362}
2682
2683 2363
2684/* 2364/*
2685 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2381 else
2702 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2385 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2707 else 2388 else
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2392 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2712 { 2394 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2397 strcat (buf2, buf);
2716 } 2398 }
2399
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2720 return buf2; 2404 return buf2;
2721} 2405}
2722
2723
2724 2406
2725void 2407void
2726do_some_living (object *op) 2408do_some_living (object *op)
2727{ 2409{
2728 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2416 int rate_grace = 2000;
2735 const int max_hp = 1; 2417 const int max_hp = 1;
2736 const int max_sp = 1; 2418 const int max_sp = 1;
2737 const int max_grace = 1; 2419 const int max_grace = 1;
2738 2420
2739 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2745 2439
2746 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2747 { 2441 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2446 else
2754 { 2447 {
2755 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2450 }
2451
2758 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2454 else
2761 { 2455 {
2762 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2458 }
2459
2765 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2462 else
2768 { 2463 {
2769 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2466 }
2772 2467
2773 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2775 { 2470 {
2776 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2777 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2778 { 2473 {
2779 op->stats.sp++; 2474 op->stats.sp++;
2785 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food; 2482 op->stats.food = last_food;
2788 } 2483 }
2789 } 2484 }
2485
2790 if (max_sp > 1) 2486 if (max_sp > 1)
2791 { 2487 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2489 if (over_sp > 0)
2794 { 2490 {
2795 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2796 { 2492 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--; 2496 op->stats.sp--;
2497
2800 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2802 } 2500 }
2803 op->last_sp = 0; 2501 op->last_sp = 0;
2804 } 2502 }
2805 else 2503 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 } 2505 }
2810 else 2506 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 } 2508 }
2815 2509
2816 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2819 { 2513 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2822 if (max_grace > 1) 2517 if (max_grace > 1)
2823 { 2518 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2520 if (over_grace > 0)
2826 { 2521 {
2854 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2551 op->stats.food = last_food;
2857 } 2552 }
2858 } 2553 }
2554
2859 if (max_hp > 1) 2555 if (max_hp > 1)
2860 { 2556 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2558 if (over_hp > 0)
2863 { 2559 {
2876 } 2572 }
2877 2573
2878 /* Digestion */ 2574 /* Digestion */
2879 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2880 { 2576 {
2881#ifdef COZY_SERVER
2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884#else
2885 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886#endif
2887 2578
2888 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2890 else 2581 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2892 /* dms do not consume food */ 2584 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2586 op->stats.food--;
2895 } 2587 }
2896 }
2897 2588
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2590 {
2900 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2901 2592
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 { 2594 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2602 break;
2912 } 2603 }
2913 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2914 flesh = tmp; 2605 flesh = tmp;
2915 } /* End if paid for object */ 2606 } /* End if paid for object */
2916 } /* end of for loop */ 2607 } /* end of for loop */
2608
2917 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2610 * eat flesh instead.
2919 */ 2611 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2613 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2924 } 2616 }
2925 } /* end if player is starving */ 2617 }
2926 2618
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2929 2621
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2931 kill_player (op); 2623 kill_player (op);
2624 }
2932} 2625}
2933
2934
2935 2626
2936/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2937 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2938 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2630 * file.
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2662
2972 /* restore player */ 2663 /* restore player */
2973 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2666 {
2977 remove_ob (tmp); 2667 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2669 }
2981 2670
2982 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2673 {
2986 remove_ob (tmp); 2674 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2676 }
2990 2677
2991 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2681 op->stats.food = 999;
2995 2682
2996 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2685 {
3000 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2687 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2691 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2695 }
3011 2696
3012 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2699 op->contr->braced = 0;
3019 2704
3020 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
3021 2706
3022 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
3023 { 2708 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3033 } 2711 }
3034 else 2712 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3044 } 2714
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2716
3047 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3048 x = op->x; 2718 x = op->x;
3049 y = op->y; 2719 y = op->y;
3050 map = op->map; 2720 map = op->map;
3051 2721
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3057 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3058 */ 2725 */
3059 2726
3060 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2729 * of death.
3063 */ 2730 */
3064#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3066 { 2733 {
3067 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */ 2736 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2739 little bit harder. */
3073 /* GD */ 2740 /* GD */
3074 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2742 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2743 else
3080 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3081 num_stats_lose = 1; 2747 num_stats_lose = 1;
3082 } 2748
3083 lost_a_stat = 0; 2749 lost_a_stat = 0;
3084 2750
3085 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3086 { 2752 {
3087 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3088 2754
3089 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3090 { 2756 {
3091 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3092 * what he lost. 2758 * what he lost.
3093 */ 2759 */
3094 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3100 } 2778 }
3101 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3102 { 2781 {
3103 /* deplete a stat */ 2782 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3105 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3106 2785 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2786 {
3110 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3112 } 2789
3113 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2796 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2797 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2799 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2800 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2801 else
3155 if (this_stat >= -50)
3156 { 2802 {
3157 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2808 }
3163 } 2809 }
3164 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3165 } 2829 }
2830 }
2831 }
3166 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2833 if (!lost_a_stat)
3168 { 2834 {
3169 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3172 2838
3173 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2841 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2843 }
2844#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3178#endif 2846#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2847
3181 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2849 * exp loss on the stone.
3183 */ 2850 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2853 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3189 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); 2856 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);
3190 tmp->msg = buf; 2857 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2860
3194 /**************************************/ 2861 /**************************************/
3195 /* */ 2862 /* */
3196 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3199 /* */ 2866 /* */
3200
3201 /**************************************/ 2867 /**************************************/
3202 2868
3203 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2870 /* restore player */
3205 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3207 if (tmp) 2874 if (tmp)
3208 { 2875 {
3209 remove_ob (tmp); 2876 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2878 }
3213 2879
3214 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2882 if (tmp)
3217 { 2883 {
3218 remove_ob (tmp); 2884 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2886 }
2887
3222 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3223 2889
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3227 op->stats.food = 900; 2893 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2897
3232 /* 2898 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3234 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3235 * in the map. 2901 */
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3240 2903
3241 /****************************************/ 2904 /****************************************/
3242 /* */ 2905 /* */
3243 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3245 /* */ 2908 /* */
3246
3247 /****************************************/ 2909 /****************************************/
3248 2910
3249 enter_player_savebed (op); 2911 enter_player_savebed (op);
3250 2912
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2913 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2914
3257 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2918 * on the space that might harm the player.
3261 */ 2919 */
3262 will_kill_again = 0; 2920 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3267 } 2924
3268 if (will_kill_again) 2925 if (will_kill_again)
3269 { 2926 {
3270 object *force; 2927 object *force;
3271 int at; 2928 int at;
3272 2929
3273 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2932 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2937 force->resist[at] = 100;
3282 } 2938
3283 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3284 fix_player (op); 2940 op->update_stats ();
3285 2941
3286 } 2942 }
3287 2943
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2945}
3357
3358 2946
3359void 2947void
3360loot_object (object *op) 2948loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3363 2951
3364 if (op->container) 2952 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2953
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3370 { 2955 {
3371 next = tmp->below; 2956 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3373 continue; 2959 continue;
3374 remove_ob (tmp); 2960
2961 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3376 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2966
3379 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3381 { 2968 {
3382 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3383 { 2970 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2972 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2974 }
3388 else 2975 else
3389 free_object (tmp); 2976 tmp->destroy ();
3390 } 2977 }
3391 else 2978 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2980 }
3394} 2981}
3396/* 2983/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3398 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3399 * was changed. 2986 * was changed.
3400 */ 2987 */
3401
3402void 2988void
3403fix_weight (void) 2989fix_weight (void)
3404{ 2990{
3405 player *pl; 2991 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2992 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2994
3411 if (old == sum) 2995 if (old == sum)
3412 continue; 2996 continue;
3413 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415 } 2999 }
3416} 3000}
3417 3001
3418void 3002void
3419fix_luck (void) 3003fix_luck (void)
3420{ 3004{
3421 player *pl; 3005 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3426} 3008}
3427
3428 3009
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3432 */ 3013 */
3433
3434void 3014void
3435cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3436{ 3016{
3437 object *skop, *spob; 3017 object *skop, *spob;
3438 3018
3459 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 3041
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3043
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3045}
3468 3046
3469void 3047void
3470make_visible (object *op) 3048make_visible (object *op)
3471{ 3049{
3474 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3475 { 3053 {
3476 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3478 } 3056 }
3057
3479 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3480} 3059}
3481 3060
3482int 3061int
3483is_true_undead (object *op) 3062is_true_undead (object *op)
3484{ 3063{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3065 return 1;
3489 3066
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3067 return 0;
3496} 3068}
3497 3069
3498/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3555 3127
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3129
3558 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3559 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3562 { 3133 {
3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564 make_visible (op); 3135 make_visible (op);
3565 return; 3136 return;
3566 } 3137 }
3567 else 3138 else
3568 num += 20; 3139 num += 20;
3569 } 3140
3570 num += op->map->difficulty; 3141 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3143 num -= hide;
3144
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3146 {
3575 make_visible (op); 3147 make_visible (op);
3576 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 } 3150 }
3579 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3580 {
3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 }
3583} 3153}
3584 3154
3585/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3586 3156
3587int 3157int
3614 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3615 continue; 3185 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3187 continue;
3618 3188
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3190 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3192 return 1;
3623 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3624 { 3194 {
3654 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3655 { 3225 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3227 return -1;
3658 } 3228 }
3229
3659 if (!pl || !op) 3230 if (!pl || !op)
3660 return 0; 3231 return 0;
3661 3232
3662 if (op->head)
3663 {
3664 op = op->head; 3233 op = op->head_ ();
3665 } 3234
3666 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3667 3236
3668 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3238 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3678 3247
3679 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3250 * for any meaningful values.
3682 */ 3251 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3255 return 1;
3687 op = op->more; 3256 op = op->more;
3688 } 3257 }
3689 return 0; 3258 return 0;
3690} 3259}
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3357 int i = 0, j = 0;
3789 3358
3790 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3799 3368
3800 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3801 return; 3370 return;
3802 3371
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3373
3805 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3806 { 3375 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3377 return;
3809 } 3378 }
3810 3379
3876 { 3445 {
3877 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3447 object *skin;
3879 3448
3880 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3882 if (skin == NULL) 3454 if (!skin)
3883 return; 3455 return;
3884 3456
3885 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3459 {
3932 * not readied. 3504 * not readied.
3933 */ 3505 */
3934void 3506void
3935player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3936{ 3508{
3937 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3938 3511
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3940 { 3513 pl->combat_ob = 0;
3514
3941 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3942 { 3516 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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