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Comparing deliantra/server/server/player.C (file contents):
Revision 1.29 by root, Sun Dec 3 00:59:58 2006 UTC vs.
Revision 1.139 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;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 393
335 if (p->socket.faces_sent == NULL) 394 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
337 397
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 398 set_first_map (pl->ob);
345 399
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 400 return pl;
354} 401}
355 402
356/* 403/*
357 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
367 { 414 {
368 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
369 at = first_archetype; 416 at = first_archetype;
370 else 417 else
371 at = at->next; 418 at = at->next;
419
372 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
373 return at; 421 return at;
422
374 if (at == start) 423 if (at == start)
375 { 424 {
376 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 426 exit (-1);
378 } 427 }
379 } 428 }
380} 429}
381 430
382
383object * 431object *
384get_nearest_player (object *mon) 432get_nearest_player (object *mon)
385{ 433{
386 object *op = NULL; 434 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 435 objectlink *ol;
389 unsigned lastdist; 436 unsigned lastdist;
390 rv_vector rv; 437 rv_vector rv;
391 438
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 440 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 448 object *tmp = ol->ob;
402 449
403 /* 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
404 * itself will have been cleared. 451 * itself will have been cleared.
405 */ 452 */
406 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 ());
407 ol = ol->next; 455 ol = ol->next;
408 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
409 if (!ol) 457 if (!ol)
410 return op; 458 return op;
411 } 459 }
424 { 472 {
425 op = ol->ob; 473 op = ol->ob;
426 lastdist = rv.distance; 474 lastdist = rv.distance;
427 } 475 }
428 } 476 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 477
430 { 478 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
435 { 481 {
436 op = pl->ob; 482 op = pl->ob;
437 lastdist = rv.distance; 483 lastdist = rv.distance;
438 } 484 }
439 } 485
440 }
441#if 0 486#if 0
442 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)");
443#endif 488#endif
444 return op; 489 return op;
445} 490}
463 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 510 * is probably not a good thing.
466 */ 511 */
467#define MAX_SPACES 50 512#define MAX_SPACES 50
468
469 513
470/* 514/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 548 x = mon->x;
505 y = mon->y; 549 y = mon->y;
506 m = mon->map; 550 m = mon->map;
507 dir = rv.direction; 551 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 556 if (diff > max)
512 return 0; 557 return 0;
558
513 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
514 { 560 {
515 lastx = x; 561 lastx = x;
516 lasty = y; 562 lasty = y;
517 lastmap = m; 563 lastmap = m;
599 max--; 645 max--;
600 lastdir = dir; 646 lastdir = dir;
601 if (!firstdir) 647 if (!firstdir)
602 firstdir = dir; 648 firstdir = dir;
603 } 649 }
650
604 if (diff <= 1) 651 if (diff <= 1)
605 { 652 {
606 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 654 * headed toward player for entire distance.
608 */ 655 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 658 }
659
612 if (diff > max) 660 if (diff > max)
613 return 0; 661 return 0;
614 } 662 }
663
615 /* 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 */
616 if (!max) 665 if (!max)
617 return 0; 666 return 0;
618 667
619 return firstdir; 668 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 699 {
651 remove_ob (op); 700 op->destroy ();
652 free_object (op);
653 continue; 701 continue;
654 } 702 }
655 } 703 }
656 704
657 /* This really needs to be better - we should really give 705 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 716 if (tmp->type == op->type && tmp->name == op->name)
669 break; 717 break;
670 718
671 if (tmp) 719 if (tmp)
672 { 720 {
673 remove_ob (op); 721 op->destroy ();
674 free_object (op);
675 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);
676 continue; 723 continue;
677 } 724 }
725
678 if (op->nrof > 1) 726 if (op->nrof > 1)
679 op->nrof = 1; 727 op->nrof = 1;
680 } 728 }
681 729
682 if (op->type == SPELLBOOK && op->inv) 730 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 744 }
697 if (op->type == SPELL) 745 if (op->type == SPELL)
698 { 746 {
699 remove_ob (op); 747 op->destroy ();
700 free_object (op);
701 continue; 748 continue;
702 } 749 }
703 else if (op->type == SKILL) 750 else if (op->type == SKILL)
704 { 751 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
715 link_player_skills (pl); 762 link_player_skills (pl);
716} 763}
717 764
718void 765void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
803{ 767{
804 if (party == NULL) 768 if (party == NULL)
805 { 769 {
806 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);
807 return; 771 return;
808 } 772 }
773
809 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
812 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:");
813} 778}
814
815 779
816/* 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. */
817int 781static int
818roll_stat (void) 782roll_stat (void)
819{ 783{
820 int a[4], i, j, k; 784 int a[4], i, j, k;
821 785
822 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
824 788
825 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 790 if (a[i] < k)
827 k = a[i], j = i; 791 k = a[i], j = i;
828 792
829 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 794 if (i != j)
832 k += a[i]; 795 k += a[i];
833 } 796
834 return k; 797 return k;
835} 798}
836 799
837void 800void
838roll_stats (object *op) 801object::roll_stats ()
839{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
840 int sum = 0; 807 int sum = 0;
841 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
843 810
844 do 811 if (sum >= 82 && sum <= 116)
812 break;
845 { 813 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 814
857 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 817
866 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
867 do 819 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 820
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 821 stats.exp = 0;
902 op->stats.ac = 0; 822 stats.ac = 0;
903 823
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
913} 836}
914 837
915void 838void
916Roll_Again (object *op) 839object::swap_stats (int a, int b)
917{ 840{
918 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 842
923void 843 for (int i = 0; i < NUM_STATS; ++i)
924Swap_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)
925{ 870{
926 signed char tmp;
927 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
928 872
929 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 877}
1044 878
1045/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1049 * not the class. 883 * not the class.
1050 */ 884 */
1051 885void
1052int 886player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 887{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1071 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1073 897
1074 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1075 899
1076 if (op->msg) 900 if (ob->msg)
1077 op->msg = NULL; 901 ob->msg = 0;
1078 902
1079 /* 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
1080 * to save here. 904 * to save here.
1081 */ 905 */
906 {
907 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1084 911
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 912 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 915 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1093 fix_player (op); 917 ob->update_stats ();
1094 918
1095 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1096 * is one for this race 920 * is one for this race
1097 */ 921 */
1098 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1099 { 923 {
1100 object *tmp; 924 object *tmp;
1101 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1102 926
1103 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);
1104 tmp = get_object (); 928 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1108 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;
1109 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1110 * default initial map */ 934 * default initial map */
1111 free_object (tmp); 935 tmp->destroy ();
1112 } 936 }
1113 else 937 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 939}
1117 return 0;
1118 }
1119 940
941void
942player::chargen_race_next ()
943{
1120 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1122 */ 946 */
1123 947
1124 tmp_loop = 0; 948 do
1125 while (!tmp_loop)
1126 { 949 {
1127 shstr name = op->name; 950 shstr name = ob->name;
1128 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1129 952
1130 remove_statbonus (op); 953 ob->remove_statbonus ();
1131 remove_ob (op); 954 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 956 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 957 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1137 op->x = x; 960 ob->x = x;
1138 op->y = y; 961 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 965 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 966 }
967 while (!allowed_class (ob));
1145 968
1146 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 971 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 974 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 975}
1208 976
1209void 977void
1210flee_player (object *op) 978flee_player (object *op)
1211{ 979{
1241 { 1009 {
1242 op->enemy = NULL; 1010 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1012 return;
1245 } 1013 }
1014
1246 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1247 1016
1248 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1250 { 1019 {
1251 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1252 1021
1253 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)))
1254 {
1255 return; 1023 return;
1256 }
1257 } 1024 }
1025
1258 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1028 op->enemy = NULL;
1261} 1029}
1262 1030
1263
1264/* 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.
1265 * 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
1266 * stop. 1033 * stop.
1267 */ 1034 */
1268int 1035int
1269check_pick (object *op) 1036check_pick (object *op)
1270{ 1037{
1271 object *tmp, *next; 1038 object *tmp, *next;
1272 int stop = 0; 1039 int stop = 0;
1273 int j, k, wvratio; 1040 int wvratio;
1274 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1275 1042
1276 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1278 return 1; 1045 return 1;
1279 1046
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1117 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1122 }
1123
1384 /* philosophy: 1124 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1129 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1383 * found object is returned.
1644 */ 1384 */
1645object * 1385object *
1646find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1647{ 1387{
1648 object *tmp = NULL; 1388 object *tmp = 0;
1649 1389
1650 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1651 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))
1652 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1654 return op; 1394 return op;
1395
1655 return tmp; 1396 return tmp;
1656} 1397}
1657 1398
1658/* 1399/*
1659 * 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
1660 * 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
1661 * 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
1662 * 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.
1663 */ 1404 */
1664
1665object * 1405object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1407{
1668 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1476 * op = the shooter
1737 * type = bow->race 1477 * type = bow->race
1738 * dir = fire direction 1478 * dir = fire direction
1739 */ 1479 */
1740
1741object * 1480object *
1742pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1743{ 1482{
1744 object *tmp = NULL; 1483 object *tmp = NULL;
1745 maptile *m; 1484 maptile *m;
1810 */ 1549 */
1811int 1550int
1812fire_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)
1813{ 1552{
1814 object *left, *bow; 1553 object *left, *bow;
1815 int bowspeed, mflags; 1554 int mflags;
1816 maptile *m; 1555 maptile *m;
1817 1556
1818 if (!dir) 1557 if (!dir)
1819 { 1558 {
1820 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!");
1821 return 0; 1560 return 0;
1822 } 1561 }
1823 if (op->type == PLAYER) 1562
1824 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1825 else 1565 else
1826 { 1566 {
1827 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1828 /* 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
1829 * 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.
1834 if (!bow) 1574 if (!bow)
1835 { 1575 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1577 return 0;
1838 } 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
1839 } 1587 }
1588
1840 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1841 { 1590 {
1842 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);
1843 return 0; 1592 return 0;
1844 } 1593 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1594
1854 if (arrow == NULL) 1595 if (arrow == NULL)
1855 { 1596 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1598 {
1858 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1859 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);
1860 /* 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 */
1861 else 1602 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1863 return 0; 1605 return 0;
1864 } 1606 }
1865 } 1607 }
1608
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1611 return 0;
1870 } 1612
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1614 {
1873 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.");
1874 return 0; 1616 return 0;
1875 } 1617 }
1876 1618
1877 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1620 if (arrow->nrof == 0)
1879 { 1621 {
1880 remove_ob (arrow); 1622 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1623 return 0;
1883 } 1624 }
1884 1625
1885 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1628 if (!arrow)
1888 { 1629 {
1889 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);
1890 return 0; 1631 return 0;
1891 } 1632 }
1892 set_owner (arrow, op); 1633
1634 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1636 arrow->direction = dir;
1896 arrow->x = sx; 1637
1897 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;
1898 1675
1899 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1900 { 1677 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911
1912 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1934 } 1685 }
1935 else 1686 else
1936 { 1687 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1688 arrow->level = op->level;
1939 } 1689 arrow->stats.wc -= bow->magic;
1940 1690
1941 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1942 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1943 1696
1944 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1699
1947 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1703
1951 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);
1952 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1953 1706
1954 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1708 move_arrow (arrow);
1956 1709
1957 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1977{ 1730{
1978 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1979 1732
1980 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1981 { 1734 {
1982 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);
1983 } 1736 }
1984 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)
1985 { 1738 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1740 wcmod = -1;
1741
1988 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);
1989 } 1743 }
1990 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1991 { 1745 {
1992 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);
1996 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1751 {
1998 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);
1999 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);
2000 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);
2001
2002 } 1755 }
2003 else 1756 else
2004 { 1757 {
2005 /* Simple case */ 1758 /* Simple case */
2006 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);
2007 } 1760 }
1761
2008 return ret; 1762 return ret;
2009} 1763}
2010
2011 1764
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2014 */ 1767 */
2015void 1768void
2016fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2017{ 1770{
2018 object *item; 1771 object *item = op->contr->ranged_ob;
2019 1772
2020 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2021 { 1774 {
2022 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.");
2023 return; 1776 return;
2024 } 1777 }
2025 1778
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1779 if (!item->inv)
2028 { 1780 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1782 return;
2031 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2032 if (item->type == WAND) 1788 if (item->type == WAND)
2033 { 1789 {
2034 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2035 { 1791 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2038 return; 1795 return;
2039 } 1796 }
2040 } 1797 }
2041 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2042 { 1799 {
2043 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))
2044 { 1801 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2046 if (item->type == ROD) 1804 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1806 else
2049 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
2050 return; 1809 return;
2051 } 1810 }
2052 } 1811 }
2053 1812
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2062 1821
2063 if (item->arch) 1822 if (item->arch)
2064 { 1823 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2067 item->speed = 0; 1826 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1827 }
1828
2070 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1831 }
2073 } 1832 }
2074 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1834 drain_rod_charge (item);
2077 }
2078 } 1835 }
2079} 1836}
2080 1837
2081/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2082 */ 1839 */
2087 1844
2088 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2090 make_visible (op); 1847 make_visible (op);
2091 1848
2092 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2093 { 1852 {
2094 case range_none: 1853 control_golem (op->contr->golem, dir);
2095 return; 1854 return;
1855 }
2096 1856
2097 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:
2098 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2099 return; 1869 break;
2100 1870
2101 case range_magic: /* Casting spells */ 1871 case SPELL:
2102 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);
2103 return; 1873 break;
2104 1874
2105 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:
2106 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2107 return; 1885 break;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2111 {
2112 op->contr->ranges[range_golem] = NULL;
2113 op->contr->shoottype = range_none;
2114 op->contr->golem_count = 0;
2115 }
2116 else
2117 control_golem (op->contr->ranges[range_golem], dir);
2118 return;
2119
2120 case range_skill:
2121 if (!op->chosen_skill)
2122 {
2123 if (op->type == PLAYER)
2124 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2125 return;
2126 }
2127 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2128 return;
2129 case range_builder:
2130 apply_map_builder (op, dir);
2131 return;
2132 default:
2133 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2134 return;
2135 } 1886 }
2136} 1887}
2137
2138
2139 1888
2140/* find_key 1889/* find_key
2141 * 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
2142 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2143 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2145 * pl is the player, 1894 * pl is the player,
2146 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2147 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2148 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2149 */ 1898 */
2150
2151object * 1899object *
2152find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2153{ 1901{
2154 object *tmp, *key; 1902 object *tmp, *key;
2155 1903
2156 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2157 if (container->inv == NULL) 1905 if (!container->inv)
2158 return NULL; 1906 return 0;
2159 1907
2160 /* 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 */
2161 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2162 { 1910 {
2163 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2164 break; 1912 break;
2165 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2166 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2167 */ 1915 */
2168 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2169 break; 1917 break;
2170 } 1918 }
1919
2171 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2172 /* 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.
2173 * 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
2174 * a key, return 1923 * a key, return
2175 */ 1924 */
2176 if (!tmp) 1925 if (!tmp)
2177 { 1926 {
2178 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2179 { 1928 {
2180 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2181 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2182 { 1931 {
2183 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2184 return key; 1933 return key;
2185 } 1934 }
2186 } 1935 }
1936
2187 if (!tmp) 1937 if (!tmp)
2188 return NULL; 1938 return NULL;
2189 } 1939 }
1940
2190 /* 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,
2191 * see if we actually want to use it 1942 * see if we actually want to use it
2192 */ 1943 */
2193 if (pl != container) 1944 if (pl != container)
2194 { 1945 {
2215 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2216 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2217 return NULL; 1968 return NULL;
2218 } 1969 }
2219 } 1970 }
1971
2220 return tmp; 1972 return tmp;
2221} 1973}
2222 1974
2223/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2224 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2226 * 0 otherwise 1978 * 0 otherwise
2227 */ 1979 */
2228static int 1980static int
2229player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2230{ 1982{
2231
2232 /* 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,
2233 * 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 -
2234 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2235 */ 1986 */
2236 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2239 if (key) 1990 if (key)
2240 { 1991 {
2241 object *container = key->env; 1992 object *container = key->env;
2242 1993
2243 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
2244 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2245 make_visible (op); 1997 make_visible (op);
1998
2246 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2247 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2248 if (door->type == DOOR) 2002 if (door->type == DOOR)
2249 {
2250 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 */
2251 }
2252 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2253 { 2005 {
2254 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));
2255 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2256 } 2008 }
2009
2257 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2258 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2259 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2260 if (container != op) 2013 if (container != op)
2261 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2262 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2263 } 2017 }
2264 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2265 { 2019 {
2266 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2267 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2268 return 1; 2022 return 1;
2269 } 2023 }
2024
2270 return 0; 2025 return 0;
2271} 2026}
2272 2027
2273/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2274 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2275 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2276 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2277 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2278 */ 2033 */
2279
2280void 2034void
2281move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2282{ 2036{
2283 object *tmp, *mon; 2037 object *tmp, *mon;
2284 sint16 nx, ny;
2285 int on_battleground; 2038 int on_battleground;
2286 maptile *m; 2039 maptile *m;
2287 2040
2288 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2289 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2290 2043
2291 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2292 2045
2293 /* 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
2294 * 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
2295 * 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
2296 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2301 */ 2054 */
2302 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))
2303 { 2056 {
2304 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2305 { 2058 {
2306 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2307 if (!m) 2060 if (!m)
2308 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2309 } 2062 }
2310 else 2063 else
2311 m = op->map; 2064 m = op->map;
2312 2065
2313 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2314 {
2315 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2316 return; 2067 return;
2317 }
2318 2068
2319 mon = NULL; 2069 mon = 0;
2320 /* 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
2321 * 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.
2322 * 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
2323 * on the space 2073 * on the space
2324 */ 2074 */
2325 while (tmp != NULL) 2075 while (tmp)
2326 { 2076 {
2327 if (tmp == op) 2077 if (tmp == op)
2328 { 2078 {
2329 tmp = tmp->above; 2079 tmp = tmp->above;
2330 continue; 2080 continue;
2340 mon = tmp; 2090 mon = tmp;
2341 2091
2342 tmp = tmp->above; 2092 tmp = tmp->above;
2343 } 2093 }
2344 2094
2345 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2346 return; /* into a wall */ 2096 return; /* into a wall */
2347 2097
2348 if (mon->head != NULL) 2098 if (mon->head)
2349 mon = mon->head; 2099 mon = mon->head;
2350 2100
2351 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))
2352 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2353 return; 2103 return;
2362 2112
2363 /* 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
2364 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2365 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2366 */ 2116 */
2367 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2368#if COZY_SERVER 2118 && ((mon->owner && mon->owner->contr
2369 &&
2370 ((get_owner (mon) && get_owner (mon)->contr
2371 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2372#else 2120 || mon->owner == op)
2373 && get_owner (mon) == op
2374#endif
2375 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2376 { 2122 {
2377 /* 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 */
2378 if (op->contr->braced) 2124 if (op->contr->braced)
2379 return; 2125 return;
2126
2380 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);
2381 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2382 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2130 make_visible (op);
2131
2384 return; 2132 return;
2385 } 2133 }
2386 2134
2387 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2388 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2389 * 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
2390 * attack them either. 2138 * attack them either.
2391 */ 2139 */
2392 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2393 (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))
2394#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2395 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2396 || (mon->type == PLAYER 2144 && !on_battleground))
2397 && mon->contr->
2398 peaceful)) &&
2399#else
2400 op->contr->peaceful &&
2401#endif
2402 !on_battleground))
2403 { 2145 {
2404 if (!op->contr->braced) 2146 if (!op->contr->braced)
2405 { 2147 {
2406 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);
2407 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2408 } 2150 }
2409 else 2151 else
2410 {
2411 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2412 } 2153
2413 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2414 make_visible (op); 2155 make_visible (op);
2415 } 2156 }
2416 2157
2417 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2428 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2429 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2430 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2431 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2432 */ 2173 */
2433
2434 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2435 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2436 { 2176 {
2437
2438 /* If the player hasn't hit something this tick, and does
2439 * so, give them speed boost based on weapon speed. Doing
2440 * it here is better than process_players2, which basically
2441 * incurred a 1 tick offset.
2442 */
2443 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2444 { 2178 {
2179 op->contr->has_hit = 1;
2445 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2446
2447 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2448 } 2181 }
2449 2182
2450 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2451 2184
2452 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2453 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2454 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2455 * the wiz. 2188 * the wiz.
2457 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))
2458 { 2191 {
2459 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2460 2193
2461 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2462 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2463 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2464 } 2197 }
2198
2465 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2466 make_visible (op); 2200 make_visible (op);
2467 } 2201 }
2468 } /* if player should attack something */ 2202 } /* if player should attack something */
2469} 2203}
2471int 2205int
2472move_player (object *op, int dir) 2206move_player (object *op, int dir)
2473{ 2207{
2474 int pick; 2208 int pick;
2475 2209
2476 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2477 return 0; 2211 return 0;
2478 2212
2479 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2480 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2481 { 2215 {
2482 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2483 return 0; 2217 return 0;
2484 } 2218 }
2485 2219
2486 /* peterm: added following line */ 2220 /* peterm: added following line */
2487 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2488 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2489 2223
2490 op->facing = dir; 2224 op->facing = dir;
2491 2225
2492 if (op->hide) 2226 if (op->hide)
2493 do_hidden_move (op); 2227 do_hidden_move (op);
2504 2238
2505 /* 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
2506 * server can handle repeat firing. 2240 * server can handle repeat firing.
2507 */ 2241 */
2508 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2509 {
2510 op->direction = dir; 2243 op->direction = dir;
2511 }
2512 else 2244 else
2513 {
2514 op->direction = 0; 2245 op->direction = 0;
2515 } 2246
2516 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2517 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2518 * for players. 2249 * for players.
2519 */ 2250 */
2520 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2529 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2530 */ 2261 */
2531int 2262int
2532handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2533{ 2264{
2534 if (op->contr->hidden)
2535 {
2536 op->invisible = 1000;
2537 /* the socket code flashes the player visible/invisible
2538 * depending on the value of invisible, so we need to
2539 * alternate it here for it to work correctly.
2540 */
2541 if (pticks & 2)
2542 op->invisible--;
2543 }
2544 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2545 {
2546 op->invisible--;
2547 if (!op->invisible)
2548 {
2549 make_visible (op);
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2551 }
2552 }
2553
2554 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2555 { 2266 {
2556 flee_player (op); 2267 flee_player (op);
2268
2557 /* 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 */
2558 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2559 { 2271 {
2560 op->speed_left--; 2272 --op->speed_left;
2561 return 0; 2273 return 0;
2562 } 2274 }
2563 }
2564
2565 /* I've been seeing crashes where the golem has been destroyed, but
2566 * the player object still points to the defunct golem. The code that
2567 * destroys the golem looks correct, and it doesn't always happen, so
2568 * put this in a a workaround to clean up the golem pointer.
2569 */
2570 if (op->contr->ranges[range_golem] &&
2571 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2572 {
2573 op->contr->ranges[range_golem] = NULL;
2574 op->contr->golem_count = 0;
2575 } 2275 }
2576 2276
2577 /* 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
2578 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2579 * called, so we recheck it here. 2279 * called, so we recheck it here.
2580 */ 2280 */
2581 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2582 if (op->speed_left < 0)
2583 return 0; 2282 return 1;
2584 2283
2284 if (op->speed_left > 0.f)
2285 {
2585 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2586 { 2287 {
2587 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2588 op->speed_left--; 2289 --op->speed_left;
2589 2290
2590 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2591 * 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
2592 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2593 */ 2294 */
2594 move_player (op, op->direction); 2295 move_player (op, op->direction);
2595 if (op->speed_left > 0) 2296
2596 return 1; 2297 return op->speed_left > 0.f;
2597 else 2298 }
2598 return 0;
2599 } 2299 }
2300
2600 return 0; 2301 return 0;
2601} 2302}
2602 2303
2603int 2304int
2604save_life (object *op) 2305save_life (object *op)
2605{ 2306{
2606 object *tmp;
2607
2608 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2609 return 0; 2308 return 0;
2610 2309
2611 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2612 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2613 { 2312 {
2614 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);
2615 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
2616 if (op->contr) 2316 if (op->contr)
2617 esrv_del_item (op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2618 remove_ob (tmp); 2318
2619 free_object (tmp); 2319 tmp->destroy ();
2620 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2621 if (op->stats.hp < 0) 2322 if (op->stats.hp < 0)
2622 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2623 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2624 op->stats.food = 999; 2326 op->stats.food = 999;
2625 fix_player (op); 2327
2328 op->update_stats ();
2626 return 1; 2329 return 1;
2627 } 2330 }
2331
2628 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2629 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2630 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2631 return 0; 2335 return 0;
2632} 2336}
2637 * from. 2341 * from.
2638 */ 2342 */
2639void 2343void
2640remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2641{ 2345{
2642 object *next;
2643
2644 while (op) 2346 while (op)
2645 { 2347 {
2646 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' */
2647 * we remove object 'op' 2349
2648 */
2649 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2650 { 2351 {
2651 remove_ob (op);
2652 op->x = env->x;
2653 op->y = env->y;
2654 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2655 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2656 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2657 } 2356 }
2658 else if (op->inv) 2357 else if (op->inv)
2659 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2660 op = next; 2360 op = next;
2661 } 2361 }
2662} 2362}
2663
2664 2363
2665/* 2364/*
2666 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2667 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2668 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2679 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2680 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2681 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2682 else 2381 else
2683 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2385 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2687 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);
2688 else 2388 else
2689 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
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2392 strcat (buf2, buf);
2692 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2693 { 2394 {
2694 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2695 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2696 strcat (buf2, buf); 2397 strcat (buf2, buf);
2697 } 2398 }
2399
2698 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2699 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2700 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2701 return buf2; 2404 return buf2;
2702} 2405}
2703
2704
2705 2406
2706void 2407void
2707do_some_living (object *op) 2408do_some_living (object *op)
2708{ 2409{
2709 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2715 int rate_grace = 2000; 2416 int rate_grace = 2000;
2716 const int max_hp = 1; 2417 const int max_hp = 1;
2717 const int max_sp = 1; 2418 const int max_sp = 1;
2718 const int max_grace = 1; 2419 const int max_grace = 1;
2719 2420
2720 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2721 {
2722 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2723 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2724 flush_output_element (op, &op->contr->outputs[i]);
2725 } 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 }
2726 2439
2727 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2728 { 2441 {
2729
2730 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2731 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2732 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2733 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2734 else 2446 else
2735 { 2447 {
2736 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2737 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2738 } 2450 }
2451
2739 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2740 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2741 else 2454 else
2742 { 2455 {
2743 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2744 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2745 } 2458 }
2459
2746 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2747 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2748 else 2462 else
2749 { 2463 {
2750 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2751 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2752 } 2466 }
2753 2467
2754 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2755 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2756 { 2470 {
2757 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);
2758 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2759 { 2473 {
2760 op->stats.sp++; 2474 op->stats.sp++;
2766 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2767 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))
2768 op->stats.food = last_food; 2482 op->stats.food = last_food;
2769 } 2483 }
2770 } 2484 }
2485
2771 if (max_sp > 1) 2486 if (max_sp > 1)
2772 { 2487 {
2773 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2774 if (over_sp > 0) 2489 if (over_sp > 0)
2775 { 2490 {
2776 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2777 { 2492 {
2778 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2779 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))
2780 op->stats.sp--; 2496 op->stats.sp--;
2497
2781 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2782 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2783 } 2500 }
2784 op->last_sp = 0; 2501 op->last_sp = 0;
2785 } 2502 }
2786 else 2503 else
2787 {
2788 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);
2789 }
2790 } 2505 }
2791 else 2506 else
2792 {
2793 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);
2794 }
2795 } 2508 }
2796 2509
2797 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2798 /* 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. */
2799 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2800 { 2513 {
2801 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2802 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2803 if (max_grace > 1) 2517 if (max_grace > 1)
2804 { 2518 {
2805 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2806 if (over_grace > 0) 2520 if (over_grace > 0)
2807 { 2521 {
2835 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2836 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))
2837 op->stats.food = last_food; 2551 op->stats.food = last_food;
2838 } 2552 }
2839 } 2553 }
2554
2840 if (max_hp > 1) 2555 if (max_hp > 1)
2841 { 2556 {
2842 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2843 if (over_hp > 0) 2558 if (over_hp > 0)
2844 { 2559 {
2857 } 2572 }
2858 2573
2859 /* Digestion */ 2574 /* Digestion */
2860 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2861 { 2576 {
2862#ifdef COZY_SERVER
2863 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2864 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2865#else
2866 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;
2867#endif
2868 2578
2869 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2870 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);
2871 else 2581 else
2872 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2873 /* dms do not consume food */ 2584 /* dms do not consume food */
2874 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2875 op->stats.food--; 2586 op->stats.food--;
2876 } 2587 }
2877 }
2878 2588
2879 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2880 { 2590 {
2881 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2882 2592
2883 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2884 { 2594 {
2885 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 {
2887 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2888 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2889 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.");
2890 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2891 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2892 break; 2602 break;
2893 } 2603 }
2894 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2895 flesh = tmp; 2605 flesh = tmp;
2896 } /* End if paid for object */ 2606 } /* End if paid for object */
2897 } /* end of for loop */ 2607 } /* end of for loop */
2608
2898 /* 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
2899 * eat flesh instead. 2610 * eat flesh instead.
2900 */ 2611 */
2901 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2902 { 2613 {
2903 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.");
2904 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2905 } 2616 }
2906 } /* end if player is starving */ 2617 }
2907 2618
2908 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2909 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2910 2621
2911 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))
2912 kill_player (op); 2623 kill_player (op);
2624 }
2913} 2625}
2914
2915
2916 2626
2917/* 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.
2918 * 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
2919 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2920 * file. 2630 * file.
2950 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!");
2951 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...");
2952 2662
2953 /* restore player */ 2663 /* restore player */
2954 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2666 {
2958 remove_ob (tmp); 2667 tmp->destroy ();
2959 free_object (tmp);
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 } 2669 }
2962 2670
2963 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2965 if (tmp)
2966 { 2673 {
2967 remove_ob (tmp); 2674 tmp->destroy ();
2968 free_object (tmp);
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 } 2676 }
2971 2677
2972 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2973 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2974 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2975 op->stats.food = 999; 2681 op->stats.food = 999;
2976 2682
2977 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2978 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2979 if (tmp != NULL)
2980 { 2685 {
2981 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2982 tmp->name = buf; 2687 tmp->name = buf;
2983 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2984 " 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",
2985 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2986 tmp->msg = buf; 2691 tmp->msg = buf;
2987 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2988 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2989 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2990 insert_ob_in_map (tmp, op->map, op, 0);
2991 } 2695 }
2992 2696
2993 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2994 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2995 op->contr->braced = 0; 2699 op->contr->braced = 0;
3000 2704
3001 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
3002 2706
3003 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
3004 { 2708 {
3005 if (op->contr->explore)
3006 {
3007 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3008 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3009 op->stats.food = 999;
3010 return;
3011 }
3012 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3013 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3014 } 2711 }
3015 else 2712 else
3016 {
3017 if (op->contr->explore)
3018 {
3019 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3020 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3021 op->stats.hp = op->stats.maxhp;
3022 return;
3023 }
3024 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3025 } 2714
3026 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3027 2716
3028 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3029 x = op->x; 2718 x = op->x;
3030 y = op->y; 2719 y = op->y;
3031 map = op->map; 2720 map = op->map;
3032 2721
3033
3034 if (settings.not_permadeth == TRUE)
3035 {
3036 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3037 * 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.
3038 * 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.
3039 */ 2725 */
3040 2726
3041 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3042 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3043 * of death. 2729 * of death.
3044 */ 2730 */
3045#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3046 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3047 { 2733 {
3048 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3049 /* 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
3050 more if they do. */ 2736 more if they do. */
3051 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3052 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3053 little bit harder. */ 2739 little bit harder. */
3054 /* GD */ 2740 /* GD */
3055 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3056 num_stats_lose = 1; 2742 num_stats_lose = 1;
3057 else
3058 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3059 }
3060 else 2743 else
3061 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3062 num_stats_lose = 1; 2747 num_stats_lose = 1;
3063 } 2748
3064 lost_a_stat = 0; 2749 lost_a_stat = 0;
3065 2750
3066 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3067 { 2752 {
3068 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3069 2754
3070 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3071 { 2756 {
3072 /* 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
3073 * what he lost. 2758 * what he lost.
3074 */ 2759 */
3075 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3076 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3077 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3078 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3079 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3080 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);
3081 } 2778 }
3082 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3083 { 2781 {
3084 /* deplete a stat */ 2782 /* GD */
3085 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3086 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3087 2785 if (this_stat < 0)
3088 dep = present_arch_in_ob (deparch, op);
3089 if (!dep)
3090 { 2786 {
3091 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3093 } 2789
3094 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3095 if (settings.balanced_stat_loss)
3096 {
3097 /* GD */
3098 /* Get the stat that we're about to deplete. */
3099 this_stat = get_attr_value (&(dep->stats), i);
3100 if (this_stat < 0) 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)
3101 { 2796 {
3102 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3103 int keep_chance = this_stat * this_stat;
3104
3105 /* Yes, I am paranoid. Sue me. */
3106 if (keep_chance < 1)
3107 keep_chance = 1;
3108
3109 /* There is a maximum depletion total per level. */
3110 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3111 {
3112 lose_this_stat = 0; 2797 lose_this_stat = 0;
3113 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3114 retain the stat. */ 2799 retain the stat. */
3115 }
3116 else
3117 {
3118 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3119 lose_this_stat = 0;
3120 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3121 this_stat, keep_chance, loss_chance,
3122 lose_this_stat?"LOSE":"KEEP"); */
3123 }
3124 } 2800 }
3125 }
3126
3127 if (lose_this_stat)
3128 {
3129 this_stat = get_attr_value (&(dep->stats), i);
3130 /* We could try to do something clever like find another
3131 * stat to reduce if this fails. But chances are, if
3132 * stats have been depleted to -50, all are pretty low
3133 * and should be roughly the same, so it shouldn't make a
3134 * difference.
3135 */ 2801 else
3136 if (this_stat >= -50)
3137 { 2802 {
3138 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3139 SET_FLAG (dep, FLAG_APPLIED);
3140 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3141 fix_player (op);
3142 lost_a_stat = 1; 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"); */
3143 } 2808 }
3144 } 2809 }
3145 } 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 }
3146 } 2829 }
2830 }
2831 }
3147 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3148 if (!lost_a_stat) 2833 if (!lost_a_stat)
3149 { 2834 {
3150 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3151 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3152 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3153 2838
3154 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3155 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3156 else 2841 else
3157 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.");
3158 } 2843 }
3159#else 2844#else
3160 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3161#endif 2846#endif
3162 2847
3163 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3164 * exp loss on the stone. 2849 * exp loss on the stone.
3165 */ 2850 */
3166 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3167 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3168 tmp->name = buf; 2853 tmp->name = buf;
3169 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3170 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3171 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3172 tmp->msg = buf; 2857 tmp->msg = buf;
3173 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3174 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3175 2860
3176 /**************************************/ 2861 /**************************************/
3177 /* */ 2862 /* */
3178 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3179 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3180 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3181 /* */ 2866 /* */
3182 /**************************************/ 2867 /**************************************/
3183 2868
3184 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3185 /* restore player */ 2870 /* restore player */
3186 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3187 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3188 if (tmp) 2874 if (tmp)
3189 { 2875 {
3190 remove_ob (tmp); 2876 tmp->destroy ();
3191 free_object (tmp);
3192 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3193 } 2878 }
3194 2879
3195 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3196 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3197 if (tmp) 2882 if (tmp)
3198 { 2883 {
3199 remove_ob (tmp); 2884 tmp->destroy ();
3200 free_object (tmp);
3201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3202 } 2886 }
3203 2887
3204 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3205 2889
3206 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3207 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3208 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3209 op->stats.food = 900; 2893 op->stats.food = 900;
3210 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3211 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3212 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3213 2897
3214 /* 2898 /*
3215 * 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
3216 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3217 * in the map. 2901 */
3218 */
3219
3220 if (is_in_shop (op))
3221 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3222 2903
3223 /****************************************/ 2904 /****************************************/
3224 /* */ 2905 /* */
3225 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3226 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3227 /* */ 2908 /* */
3228 /****************************************/ 2909 /****************************************/
3229 2910
3230 enter_player_savebed (op); 2911 enter_player_savebed (op);
3231 2912
3232 /* Save the player before inserting the force to reduce
3233 * chance of abuse.
3234 */
3235 op->contr->braced = 0; 2913 op->contr->braced = 0;
3236 save_player (op, 1);
3237 2914
3238 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3239 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3240 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3241 * on the space that might harm the player. 2918 * on the space that might harm the player.
3242 */ 2919 */
3243 will_kill_again = 0; 2920 will_kill_again = 0;
3244 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)
3245 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3246 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3247 2924
3248 if (will_kill_again) 2925 if (will_kill_again)
3249 { 2926 {
3250 object *force; 2927 object *force;
3251 int at; 2928 int at;
3252 2929
3253 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3254 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3255 force->speed = 0.1; 2932 force->speed = 0.1f;
3256 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3257 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3258 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3259 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3260 force->resist[at] = 100; 2937 force->resist[at] = 100;
3261 2938
3262 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3263 fix_player (op); 2940 op->update_stats ();
3264 2941
3265 } 2942 }
3266 2943
3267 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3268 return;
3269 } /* NOT_PERMADETH */
3270 else
3271 {
3272 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3273 * should probably be embedded in an else statement.
3274 */
3275
3276 op->contr->party = NULL;
3277 if (settings.set_title == TRUE)
3278 op->contr->own_title[0] = '\0';
3279 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3280 check_score (op);
3281 if (op->contr->ranges[range_golem] != NULL)
3282 {
3283 remove_friendly_object (op->contr->ranges[range_golem]);
3284 remove_ob (op->contr->ranges[range_golem]);
3285 free_object (op->contr->ranges[range_golem]);
3286 op->contr->ranges[range_golem] = NULL;
3287 op->contr->golem_count = 0;
3288 }
3289 loot_object (op); /* Remove some of the items for good */
3290 remove_ob (op);
3291 op->direction = 0;
3292
3293 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3294 {
3295 delete_character (op->name, 0);
3296 if (settings.resurrection == TRUE)
3297 {
3298 /* save playerfile sans equipment when player dies
3299 ** then save it as player.pl.dead so that future resurrection
3300 ** type spells will work on them nicely
3301 */
3302 delete_character (op->name, 0);
3303 op->stats.hp = op->stats.maxhp;
3304 op->stats.food = 999;
3305
3306 /* set the location of where the person will reappear when */
3307 /* maybe resurrection code should fix map also */
3308 strcpy (op->contr->maplevel, settings.emergency_mapname);
3309 if (op->map != NULL)
3310 op->map = NULL;
3311 op->x = settings.emergency_x;
3312 op->y = settings.emergency_y;
3313 save_player (op, 0);
3314 op->map = map;
3315 /* please see resurrection.c: peterm */
3316 dead_player (op);
3317 }
3318 else
3319 delete_character (op->name, 1);
3320 }
3321
3322 play_again (op);
3323
3324 /* peterm: added to create a corpse at deathsite. */
3325 tmp = arch_to_object (archetype::find ("corpse_pl"));
3326 sprintf (buf, "%s", &op->name);
3327 tmp->name = tmp->name_pl = buf;
3328 tmp->level = op->level;
3329 tmp->x = x;
3330 tmp->y = y;
3331 tmp->msg = gravestone_text (op);
3332 SET_FLAG (tmp, FLAG_UNIQUE);
3333 insert_ob_in_map (tmp, map, NULL, 0);
3334 }
3335} 2945}
3336
3337 2946
3338void 2947void
3339loot_object (object *op) 2948loot_object (object *op)
3340{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3341 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3342 2951
3343 if (op->container) 2952 op->close_container (); /* close open sack first */
3344 { /* close open sack first */
3345 esrv_apply_container (op, op->container);
3346 }
3347 2953
3348 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3349 { 2955 {
3350 next = tmp->below; 2956 next = tmp->below;
3351 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3352 continue; 2959 continue;
3353 remove_ob (tmp); 2960
2961 tmp->remove ();
3354 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3355 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3356 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3357 loot_object (tmp); 2966
3358 }
3359 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))))
3360 { 2968 {
3361 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3362 { 2970 {
3363 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3364 free_object (tmp2); 2972 tmp2->destroy ();
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2974 }
3367 else 2975 else
3368 free_object (tmp); 2976 tmp->destroy ();
3369 } 2977 }
3370 else 2978 else
3371 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3372 } 2980 }
3373} 2981}
3375/* 2983/*
3376 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3377 * 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
3378 * was changed. 2986 * was changed.
3379 */ 2987 */
3380
3381void 2988void
3382fix_weight (void) 2989fix_weight (void)
3383{ 2990{
3384 player *pl; 2991 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 { 2992 {
3388 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3389 2994
3390 if (old == sum) 2995 if (old == sum)
3391 continue; 2996 continue;
3392 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3393 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);
3394 } 2999 }
3395} 3000}
3396 3001
3397void 3002void
3398fix_luck (void) 3003fix_luck (void)
3399{ 3004{
3400 player *pl; 3005 for_all_players (pl)
3401
3402 for (pl = first_player; pl != NULL; pl = pl->next)
3403 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3404 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3405} 3008}
3406
3407 3009
3408/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3409 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3410 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3411 */ 3013 */
3412
3413void 3014void
3414cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3415{ 3016{
3416 object *skop, *spob; 3017 object *skop, *spob;
3417 3018
3438 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3439 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);
3440 3041
3441 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3442 3043
3443 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3444 remove_ob (throw_ob);
3445 free_object (throw_ob);
3446} 3045}
3447 3046
3448void 3047void
3449make_visible (object *op) 3048make_visible (object *op)
3450{ 3049{
3453 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3454 { 3053 {
3455 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3456 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3457 } 3056 }
3057
3458 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3459} 3059}
3460 3060
3461int 3061int
3462is_true_undead (object *op) 3062is_true_undead (object *op)
3463{ 3063{
3464 object *tmp = NULL;
3465
3466 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3467 return 1; 3065 return 1;
3468 3066
3469 if (op->type == PLAYER)
3470 for (tmp = op->inv; tmp; tmp = tmp->below)
3471 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3472 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3473 return 1;
3474 return 0; 3067 return 0;
3475} 3068}
3476 3069
3477/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3478 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3534 3127
3535 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3536 3129
3537 /* 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! */
3538 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3539 {
3540 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3541 { 3133 {
3542 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!");
3543 make_visible (op); 3135 make_visible (op);
3544 return; 3136 return;
3545 } 3137 }
3546 else 3138 else
3547 num += 20; 3139 num += 20;
3548 } 3140
3549 num += op->map->difficulty; 3141 num += op->map->difficulty;
3550 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3551 num -= hide; 3143 num -= hide;
3144
3552 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3553 { 3146 {
3554 make_visible (op); 3147 make_visible (op);
3555 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3556 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!");
3557 } 3150 }
3558 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3559 {
3560 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);
3561 }
3562} 3153}
3563 3154
3564/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3565 3156
3566int 3157int
3593 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3594 continue; 3185 continue;
3595 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)))
3596 continue; 3187 continue;
3597 3188
3598 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)
3599 { 3190 {
3600 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))
3601 return 1; 3192 return 1;
3602 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3603 { 3194 {
3633 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3634 { 3225 {
3635 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3636 return -1; 3227 return -1;
3637 } 3228 }
3229
3638 if (!pl || !op) 3230 if (!pl || !op)
3639 return 0; 3231 return 0;
3640 3232
3641 if (op->head)
3642 {
3643 op = op->head; 3233 op = op->head_ ();
3644 } 3234
3645 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3646 3236
3647 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3648 * through the object and find if it has any 3238 * through the object and find if it has any
3649 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3657 3247
3658 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3659 * 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
3660 * for any meaningful values. 3250 * for any meaningful values.
3661 */ 3251 */
3662 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3663 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3664 !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)])
3665 return 1; 3255 return 1;
3666 op = op->more; 3256 op = op->more;
3667 } 3257 }
3668 return 0; 3258 return 0;
3669} 3259}
3766 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3767 int i = 0, j = 0; 3357 int i = 0, j = 0;
3768 3358
3769 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3770 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3771 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3772 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3773 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3774 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3775 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3776 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3777 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3778 3368
3779 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3780 return; 3370 return;
3781 3371
3782 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++);
3783 3373
3784 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3785 { 3375 {
3786 /* 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]); */
3787 return; 3377 return;
3788 } 3378 }
3789 3379
3855 { 3445 {
3856 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3857 object *skin; 3447 object *skin;
3858 3448
3859 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3860 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3861 if (skin == NULL) 3454 if (!skin)
3862 return; 3455 return;
3863 3456
3864 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3865 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3866 { 3459 {
3911 * not readied. 3504 * not readied.
3912 */ 3505 */
3913void 3506void
3914player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3915{ 3508{
3916 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3917 3511
3918 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3919 { 3513 pl->combat_ob = 0;
3514
3920 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3921 { 3516 pl->ranged_ob = 0;
3922 pl->ranges[i] = NULL;
3923 if (pl->shoottype == i)
3924 {
3925 pl->shoottype = range_none;
3926 }
3927 }
3928 }
3929} 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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