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Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 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#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182} 150}
183 151
184int 152float
185playername_ok (const char *cp) 153player::weapon_speed () const
186{ 154{
187 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 156}
308 157
309/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
310static void 159static void
311set_first_map (object *op) 160set_first_map (object *op)
312{ 161{
313 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
314 op->x = -1; 163 op->x = -1;
315 op->y = -1; 164 op->y = -1;
316 enter_exit (op, NULL);
317} 165}
318 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 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
319/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
321 * mode. 385 * mode.
322 */ 386 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
328 391
329 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 393
333 if (p->socket.faces_sent == NULL) 394 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
335 397
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 398 set_first_map (pl->ob);
343 399
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 400 return pl;
352} 401}
353 402
354/* 403/*
355 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
365 { 414 {
366 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
367 at = first_archetype; 416 at = first_archetype;
368 else 417 else
369 at = at->next; 418 at = at->next;
419
370 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
371 return at; 421 return at;
422
372 if (at == start) 423 if (at == start)
373 { 424 {
374 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 426 exit (-1);
376 } 427 }
377 } 428 }
378} 429}
379 430
380
381object * 431object *
382get_nearest_player (object *mon) 432get_nearest_player (object *mon)
383{ 433{
384 object *op = NULL; 434 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 435 objectlink *ol;
387 unsigned lastdist; 436 unsigned lastdist;
388 rv_vector rv; 437 rv_vector rv;
389 438
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 440 {
392 /* 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
393 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 448 object *tmp = ol->ob;
400 449
401 /* 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
402 * itself will have been cleared. 451 * itself will have been cleared.
403 */ 452 */
404 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 ());
405 ol = ol->next; 455 ol = ol->next;
406 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
407 if (!ol) 457 if (!ol)
408 return op; 458 return op;
409 } 459 }
422 { 472 {
423 op = ol->ob; 473 op = ol->ob;
424 lastdist = rv.distance; 474 lastdist = rv.distance;
425 } 475 }
426 } 476 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 477
428 { 478 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
433 { 481 {
434 op = pl->ob; 482 op = pl->ob;
435 lastdist = rv.distance; 483 lastdist = rv.distance;
436 } 484 }
437 } 485
438 }
439#if 0 486#if 0
440 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)");
441#endif 488#endif
442 return op; 489 return op;
443} 490}
461 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 510 * is probably not a good thing.
464 */ 511 */
465#define MAX_SPACES 50 512#define MAX_SPACES 50
466
467 513
468/* 514/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 548 x = mon->x;
503 y = mon->y; 549 y = mon->y;
504 m = mon->map; 550 m = mon->map;
505 dir = rv.direction; 551 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 556 if (diff > max)
510 return 0; 557 return 0;
558
511 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
512 { 560 {
513 lastx = x; 561 lastx = x;
514 lasty = y; 562 lasty = y;
515 lastmap = m; 563 lastmap = m;
597 max--; 645 max--;
598 lastdir = dir; 646 lastdir = dir;
599 if (!firstdir) 647 if (!firstdir)
600 firstdir = dir; 648 firstdir = dir;
601 } 649 }
650
602 if (diff <= 1) 651 if (diff <= 1)
603 { 652 {
604 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 654 * headed toward player for entire distance.
606 */ 655 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 658 }
659
610 if (diff > max) 660 if (diff > max)
611 return 0; 661 return 0;
612 } 662 }
663
613 /* 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 */
614 if (!max) 665 if (!max)
615 return 0; 666 return 0;
616 667
617 return firstdir; 668 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
647 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))
648 { 699 {
649 remove_ob (op); 700 op->destroy ();
650 free_object (op);
651 continue; 701 continue;
652 } 702 }
653 } 703 }
654 704
655 /* This really needs to be better - we should really give 705 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 716 if (tmp->type == op->type && tmp->name == op->name)
667 break; 717 break;
668 718
669 if (tmp) 719 if (tmp)
670 { 720 {
671 remove_ob (op); 721 op->destroy ();
672 free_object (op);
673 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);
674 continue; 723 continue;
675 } 724 }
725
676 if (op->nrof > 1) 726 if (op->nrof > 1)
677 op->nrof = 1; 727 op->nrof = 1;
678 } 728 }
679 729
680 if (op->type == SPELLBOOK && op->inv) 730 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 744 }
695 if (op->type == SPELL) 745 if (op->type == SPELL)
696 { 746 {
697 remove_ob (op); 747 op->destroy ();
698 free_object (op);
699 continue; 748 continue;
700 } 749 }
701 else if (op->type == SKILL) 750 else if (op->type == SKILL)
702 { 751 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
713 link_player_skills (pl); 762 link_player_skills (pl);
714} 763}
715 764
716void 765void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
801{ 767{
802 if (party == NULL) 768 if (party == NULL)
803 { 769 {
804 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);
805 return; 771 return;
806 } 772 }
773
807 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
810 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:");
811} 778}
812
813 779
814/* 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. */
815int 781static int
816roll_stat (void) 782roll_stat (void)
817{ 783{
818 int a[4], i, j, k; 784 int a[4], i, j, k;
819 785
820 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
822 788
823 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 790 if (a[i] < k)
825 k = a[i], j = i; 791 k = a[i], j = i;
826 792
827 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 794 if (i != j)
830 k += a[i]; 795 k += a[i];
831 } 796
832 return k; 797 return k;
833} 798}
834 799
835void 800void
836roll_stats (object *op) 801object::roll_stats ()
837{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
838 int sum = 0; 807 int sum = 0;
839 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
841 810
842 do 811 if (sum >= 82 && sum <= 116)
812 break;
843 { 813 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 814
855 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 817
864 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
865 do 819 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 820
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 821 stats.exp = 0;
900 op->stats.ac = 0; 822 stats.ac = 0;
901 823
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
909 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
910 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
911} 836}
912 837
913void 838void
914Roll_Again (object *op) 839object::swap_stats (int a, int b)
915{ 840{
916 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 842
921void 843 for (int i = 0; i < NUM_STATS; ++i)
922Swap_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)
923{ 870{
924 signed char tmp;
925 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
926 872
927 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 877}
1042 878
1043/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1047 * not the class. 883 * not the class.
1048 */ 884 */
1049 885void
1050int 886player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 887{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1069 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1071 897
1072 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1073 899
1074 if (op->msg) 900 if (ob->msg)
1075 op->msg = NULL; 901 ob->msg = 0;
1076 902
1077 /* 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
1078 * to save here. 904 * to save here.
1079 */ 905 */
906 {
907 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1082 911
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 912 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 915 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1091 fix_player (op); 917 ob->update_stats ();
1092 918
1093 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1094 * is one for this race 920 * is one for this race
1095 */ 921 */
1096 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1097 { 923 {
1098 object *tmp; 924 object *tmp;
1099 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1100 926
1101 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);
1102 tmp = get_object (); 928 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1106 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;
1107 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1108 * default initial map */ 934 * default initial map */
1109 free_object (tmp); 935 tmp->destroy ();
1110 } 936 }
1111 else 937 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 939}
1115 return 0;
1116 }
1117 940
941void
942player::chargen_race_next ()
943{
1118 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1120 */ 946 */
1121 947
1122 tmp_loop = 0; 948 do
1123 while (!tmp_loop)
1124 { 949 {
1125 shstr name = op->name; 950 shstr name = ob->name;
1126 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1127 952
1128 remove_statbonus (op); 953 ob->remove_statbonus ();
1129 remove_ob (op); 954 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 956 ob->arch->clone.copy_to (ob);
1132 op->instantiate (); 957 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1135 op->x = x; 960 ob->x = x;
1136 op->y = y; 961 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1140 add_statbonus (op); 965 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 966 }
967 while (!allowed_class (ob));
1143 968
1144 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 971 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 974 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 975}
1206 976
1207void 977void
1208flee_player (object *op) 978flee_player (object *op)
1209{ 979{
1239 { 1009 {
1240 op->enemy = NULL; 1010 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1012 return;
1243 } 1013 }
1014
1244 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1245 1016
1246 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1248 { 1019 {
1249 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1250 1021
1251 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)))
1252 {
1253 return; 1023 return;
1254 }
1255 } 1024 }
1025
1256 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1028 op->enemy = NULL;
1259} 1029}
1260 1030
1261
1262/* 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.
1263 * 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
1264 * stop. 1033 * stop.
1265 */ 1034 */
1266int 1035int
1267check_pick (object *op) 1036check_pick (object *op)
1268{ 1037{
1269 object *tmp, *next; 1038 object *tmp, *next;
1270 int stop = 0; 1039 int stop = 0;
1271 int j, k, wvratio; 1040 int wvratio;
1272 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1273 1042
1274 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1276 return 1; 1045 return 1;
1277 1046
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &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))));
1348 else 1117 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &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
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1122 }
1123
1382 /* philosophy: 1124 /* philosophy:
1383 * 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
1384 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1386 * 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
1387 * example. 1129 * example.
1388 * 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
1389 * 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
1390 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1641 * found object is returned. 1383 * found object is returned.
1642 */ 1384 */
1643object * 1385object *
1644find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1645{ 1387{
1646 object *tmp = NULL; 1388 object *tmp = 0;
1647 1389
1648 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1649 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))
1650 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1652 return op; 1394 return op;
1395
1653 return tmp; 1396 return tmp;
1654} 1397}
1655 1398
1656/* 1399/*
1657 * 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
1658 * 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
1659 * 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
1660 * 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.
1661 */ 1404 */
1662
1663object * 1405object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1407{
1666 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1733 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1476 * op = the shooter
1735 * type = bow->race 1477 * type = bow->race
1736 * dir = fire direction 1478 * dir = fire direction
1737 */ 1479 */
1738
1739object * 1480object *
1740pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1741{ 1482{
1742 object *tmp = NULL; 1483 object *tmp = NULL;
1743 maptile *m; 1484 maptile *m;
1808 */ 1549 */
1809int 1550int
1810fire_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)
1811{ 1552{
1812 object *left, *bow; 1553 object *left, *bow;
1813 int bowspeed, mflags; 1554 int mflags;
1814 maptile *m; 1555 maptile *m;
1815 1556
1816 if (!dir) 1557 if (!dir)
1817 { 1558 {
1818 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!");
1819 return 0; 1560 return 0;
1820 } 1561 }
1821 if (op->type == PLAYER) 1562
1822 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1823 else 1565 else
1824 { 1566 {
1825 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1826 /* 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
1827 * 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.
1832 if (!bow) 1574 if (!bow)
1833 { 1575 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1577 return 0;
1836 } 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
1837 } 1587 }
1588
1838 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1839 { 1590 {
1840 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);
1841 return 0; 1592 return 0;
1842 } 1593 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1594
1852 if (arrow == NULL) 1595 if (arrow == NULL)
1853 { 1596 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1598 {
1856 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1857 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);
1858 /* 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 */
1859 else 1602 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1861 return 0; 1605 return 0;
1862 } 1606 }
1863 } 1607 }
1608
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1611 return 0;
1868 } 1612
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1614 {
1871 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.");
1872 return 0; 1616 return 0;
1873 } 1617 }
1874 1618
1875 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1620 if (arrow->nrof == 0)
1877 { 1621 {
1878 remove_ob (arrow); 1622 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1623 return 0;
1881 } 1624 }
1882 1625
1883 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1628 if (!arrow)
1886 { 1629 {
1887 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);
1888 return 0; 1631 return 0;
1889 } 1632 }
1890 set_owner (arrow, op); 1633
1634 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1636 arrow->direction = dir;
1894 arrow->x = sx; 1637
1895 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;
1896 1675
1897 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1898 { 1677 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 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;
1932 } 1685 }
1933 else 1686 else
1934 { 1687 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1688 arrow->level = op->level;
1937 } 1689 arrow->stats.wc -= bow->magic;
1938 1690
1939 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1940 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1941 1696
1942 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1699
1945 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1703
1949 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);
1950 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1951 1706
1952 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1708 move_arrow (arrow);
1954 1709
1955 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1975{ 1730{
1976 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1977 1732
1978 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1979 { 1734 {
1980 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);
1981 } 1736 }
1982 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)
1983 { 1738 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1740 wcmod = -1;
1741
1986 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);
1987 } 1743 }
1988 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1989 { 1745 {
1990 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);
1994 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1751 {
1996 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);
1997 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);
1998 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);
1999
2000 } 1755 }
2001 else 1756 else
2002 { 1757 {
2003 /* Simple case */ 1758 /* Simple case */
2004 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);
2005 } 1760 }
1761
2006 return ret; 1762 return ret;
2007} 1763}
2008
2009 1764
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2012 */ 1767 */
2013void 1768void
2014fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2015{ 1770{
2016 object *item; 1771 object *item = op->contr->ranged_ob;
2017 1772
2018 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2019 { 1774 {
2020 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.");
2021 return; 1776 return;
2022 } 1777 }
2023 1778
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1779 if (!item->inv)
2026 { 1780 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1782 return;
2029 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2030 if (item->type == WAND) 1788 if (item->type == WAND)
2031 { 1789 {
2032 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2033 { 1791 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2035 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
2036 return; 1795 return;
2037 } 1796 }
2038 } 1797 }
2039 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2040 { 1799 {
2041 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))
2042 { 1801 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2044 if (item->type == ROD) 1804 if (item->type == ROD)
2045 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));
2046 else 1806 else
2047 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
2048 return; 1809 return;
2049 } 1810 }
2050 } 1811 }
2051 1812
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2060 1821
2061 if (item->arch) 1822 if (item->arch)
2062 { 1823 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2065 item->speed = 0; 1826 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1827 }
1828
2068 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1831 }
2071 } 1832 }
2072 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1834 drain_rod_charge (item);
2075 }
2076 } 1835 }
2077} 1836}
2078 1837
2079/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2080 */ 1839 */
2085 1844
2086 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2088 make_visible (op); 1847 make_visible (op);
2089 1848
2090 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2091 { 1852 {
2092 case range_none: 1853 control_golem (op->contr->golem, dir);
2093 return; 1854 return;
1855 }
2094 1856
2095 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:
2096 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2097 return; 1869 break;
2098 1870
2099 case range_magic: /* Casting spells */ 1871 case SPELL:
2100 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);
2101 return; 1873 break;
2102 1874
2103 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:
2104 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2105 return; 1885 break;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return;
2132 } 1886 }
2133} 1887}
2134
2135
2136 1888
2137/* find_key 1889/* find_key
2138 * 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
2139 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1894 * pl is the player,
2143 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2146 */ 1898 */
2147
2148object * 1899object *
2149find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2150{ 1901{
2151 object *tmp, *key; 1902 object *tmp, *key;
2152 1903
2153 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1905 if (!container->inv)
2155 return NULL; 1906 return 0;
2156 1907
2157 /* 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 */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1910 {
2160 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1912 break;
2162 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2164 */ 1915 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1917 break;
2167 } 1918 }
1919
2168 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2169 /* 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.
2170 * 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
2171 * a key, return 1923 * a key, return
2172 */ 1924 */
2173 if (!tmp) 1925 if (!tmp)
2174 { 1926 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1928 {
2177 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1931 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2181 return key; 1933 return key;
2182 } 1934 }
2183 } 1935 }
1936
2184 if (!tmp) 1937 if (!tmp)
2185 return NULL; 1938 return NULL;
2186 } 1939 }
1940
2187 /* 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,
2188 * see if we actually want to use it 1942 * see if we actually want to use it
2189 */ 1943 */
2190 if (pl != container) 1944 if (pl != container)
2191 { 1945 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "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));
2214 return NULL; 1968 return NULL;
2215 } 1969 }
2216 } 1970 }
1971
2217 return tmp; 1972 return tmp;
2218} 1973}
2219 1974
2220/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1978 * 0 otherwise
2224 */ 1979 */
2225static int 1980static int
2226player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2227{ 1982{
2228
2229 /* 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,
2230 * 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 -
2231 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2232 */ 1986 */
2233 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2236 if (key) 1990 if (key)
2237 { 1991 {
2238 object *container = key->env; 1992 object *container = key->env;
2239 1993
2240 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
2241 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2242 make_visible (op); 1997 make_visible (op);
1998
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2245 if (door->type == DOOR) 2002 if (door->type == DOOR)
2246 {
2247 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 */
2248 }
2249 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2250 { 2005 {
2251 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));
2252 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2253 } 2008 }
2009
2254 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2257 if (container != op) 2013 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2259 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2260 } 2017 }
2261 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2262 { 2019 {
2263 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 2022 return 1;
2266 } 2023 }
2024
2267 return 0; 2025 return 0;
2268} 2026}
2269 2027
2270/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2275 */ 2033 */
2276
2277void 2034void
2278move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2279{ 2036{
2280 object *tmp, *mon; 2037 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2038 int on_battleground;
2283 maptile *m; 2039 maptile *m;
2284 2040
2285 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2287 2043
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2289 2045
2290 /* 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
2291 * 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
2292 * 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
2293 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2298 */ 2054 */
2299 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))
2300 { 2056 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 { 2058 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2304 if (!m) 2060 if (!m)
2305 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2306 } 2062 }
2307 else 2063 else
2308 m = op->map; 2064 m = op->map;
2309 2065
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 2067 return;
2314 }
2315 2068
2316 mon = NULL; 2069 mon = 0;
2317 /* 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
2318 * 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.
2319 * 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
2320 * on the space 2073 * on the space
2321 */ 2074 */
2322 while (tmp != NULL) 2075 while (tmp)
2323 { 2076 {
2324 if (tmp == op) 2077 if (tmp == op)
2325 { 2078 {
2326 tmp = tmp->above; 2079 tmp = tmp->above;
2327 continue; 2080 continue;
2337 mon = tmp; 2090 mon = tmp;
2338 2091
2339 tmp = tmp->above; 2092 tmp = tmp->above;
2340 } 2093 }
2341 2094
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2096 return; /* into a wall */
2344 2097
2345 if (mon->head != NULL) 2098 if (mon->head)
2346 mon = mon->head; 2099 mon = mon->head;
2347 2100
2348 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))
2349 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2350 return; 2103 return;
2359 2112
2360 /* 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
2361 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2363 */ 2116 */
2364 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2365#if COZY_SERVER 2118 && ((mon->owner && mon->owner->contr
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2369#else 2120 || mon->owner == op)
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2122 {
2374 /* 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 */
2375 if (op->contr->braced) 2124 if (op->contr->braced)
2376 return; 2125 return;
2126
2377 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);
2378 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2130 make_visible (op);
2131
2381 return; 2132 return;
2382 } 2133 }
2383 2134
2384 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2386 * 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
2387 * attack them either. 2138 * attack them either.
2388 */ 2139 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2390 (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))
2391#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2392 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 2144 && !on_battleground))
2394 && mon->contr->
2395 peaceful)) &&
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 2145 {
2401 if (!op->contr->braced) 2146 if (!op->contr->braced)
2402 { 2147 {
2403 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);
2404 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2405 } 2150 }
2406 else 2151 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2153
2410 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2155 make_visible (op);
2412 } 2156 }
2413 2157
2414 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2425 * 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
2426 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2427 * 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
2428 * 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.
2429 */ 2173 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((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)))
2433 { 2176 {
2434
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2441 { 2178 {
2179 op->contr->has_hit = 1;
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2443
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 } 2181 }
2446 2182
2447 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2448 2184
2449 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2188 * the wiz.
2454 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))
2455 { 2191 {
2456 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2457 2193
2458 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2461 } 2197 }
2198
2462 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2463 make_visible (op); 2200 make_visible (op);
2464 } 2201 }
2465 } /* if player should attack something */ 2202 } /* if player should attack something */
2466} 2203}
2468int 2205int
2469move_player (object *op, int dir) 2206move_player (object *op, int dir)
2470{ 2207{
2471 int pick; 2208 int pick;
2472 2209
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2211 return 0;
2475 2212
2476 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2478 { 2215 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2217 return 0;
2481 } 2218 }
2482 2219
2483 /* peterm: added following line */ 2220 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2223
2487 op->facing = dir; 2224 op->facing = dir;
2488 2225
2489 if (op->hide) 2226 if (op->hide)
2490 do_hidden_move (op); 2227 do_hidden_move (op);
2501 2238
2502 /* 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
2503 * server can handle repeat firing. 2240 * server can handle repeat firing.
2504 */ 2241 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2243 op->direction = dir;
2508 }
2509 else 2244 else
2510 {
2511 op->direction = 0; 2245 op->direction = 0;
2512 } 2246
2513 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2249 * for players.
2516 */ 2250 */
2517 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2526 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2527 */ 2261 */
2528int 2262int
2529handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2530{ 2264{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2266 {
2553 flee_player (op); 2267 flee_player (op);
2268
2554 /* 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 */
2555 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2556 { 2271 {
2557 op->speed_left--; 2272 --op->speed_left;
2558 return 0; 2273 return 0;
2559 } 2274 }
2560 } 2275 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2276
2570 /* 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
2571 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2279 * called, so we recheck it here.
2573 */ 2280 */
2574 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2282 return 1;
2577 2283
2284 if (op->speed_left > 0.f)
2285 {
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2287 {
2580 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--; 2289 --op->speed_left;
2582 2290
2583 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2584 * 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
2585 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2586 */ 2294 */
2587 move_player (op, op->direction); 2295 move_player (op, op->direction);
2588 if (op->speed_left > 0) 2296
2589 return 1; 2297 return op->speed_left > 0.f;
2590 else 2298 }
2591 return 0;
2592 } 2299 }
2300
2593 return 0; 2301 return 0;
2594} 2302}
2595 2303
2596int 2304int
2597save_life (object *op) 2305save_life (object *op)
2598{ 2306{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2308 return 0;
2603 2309
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2312 {
2607 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);
2608 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
2609 if (op->contr) 2316 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2318
2612 free_object (tmp); 2319 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2614 if (op->stats.hp < 0) 2322 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2616 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2617 op->stats.food = 999; 2326 op->stats.food = 999;
2618 fix_player (op); 2327
2328 op->update_stats ();
2619 return 1; 2329 return 1;
2620 } 2330 }
2331
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2335 return 0;
2625} 2336}
2630 * from. 2341 * from.
2631 */ 2342 */
2632void 2343void
2633remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2634{ 2345{
2635 object *next;
2636
2637 while (op) 2346 while (op)
2638 { 2347 {
2639 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' */
2640 * we remove object 'op' 2349
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2351 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2650 } 2356 }
2651 else if (op->inv) 2357 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2653 op = next; 2360 op = next;
2654 } 2361 }
2655} 2362}
2656
2657 2363
2658/* 2364/*
2659 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2381 else
2676 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2385 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2680 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);
2681 else 2388 else
2682 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
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2392 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2686 { 2394 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2397 strcat (buf2, buf);
2690 } 2398 }
2399
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2694 return buf2; 2404 return buf2;
2695} 2405}
2696
2697
2698 2406
2699void 2407void
2700do_some_living (object *op) 2408do_some_living (object *op)
2701{ 2409{
2702 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2416 int rate_grace = 2000;
2709 const int max_hp = 1; 2417 const int max_hp = 1;
2710 const int max_sp = 1; 2418 const int max_sp = 1;
2711 const int max_grace = 1; 2419 const int max_grace = 1;
2712 2420
2713 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 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 }
2719 2439
2720 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2721 { 2441 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2446 else
2728 { 2447 {
2729 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2450 }
2451
2732 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2454 else
2735 { 2455 {
2736 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2458 }
2459
2739 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2462 else
2742 { 2463 {
2743 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2466 }
2746 2467
2747 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2749 { 2470 {
2750 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);
2751 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2752 { 2473 {
2753 op->stats.sp++; 2474 op->stats.sp++;
2759 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2760 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))
2761 op->stats.food = last_food; 2482 op->stats.food = last_food;
2762 } 2483 }
2763 } 2484 }
2485
2764 if (max_sp > 1) 2486 if (max_sp > 1)
2765 { 2487 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2489 if (over_sp > 0)
2768 { 2490 {
2769 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2770 { 2492 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2772 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))
2773 op->stats.sp--; 2496 op->stats.sp--;
2497
2774 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2776 } 2500 }
2777 op->last_sp = 0; 2501 op->last_sp = 0;
2778 } 2502 }
2779 else 2503 else
2780 {
2781 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);
2782 }
2783 } 2505 }
2784 else 2506 else
2785 {
2786 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);
2787 }
2788 } 2508 }
2789 2509
2790 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2791 /* 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. */
2792 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2793 { 2513 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2796 if (max_grace > 1) 2517 if (max_grace > 1)
2797 { 2518 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2520 if (over_grace > 0)
2800 { 2521 {
2828 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2829 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))
2830 op->stats.food = last_food; 2551 op->stats.food = last_food;
2831 } 2552 }
2832 } 2553 }
2554
2833 if (max_hp > 1) 2555 if (max_hp > 1)
2834 { 2556 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2558 if (over_hp > 0)
2837 { 2559 {
2850 } 2572 }
2851 2573
2852 /* Digestion */ 2574 /* Digestion */
2853 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2854 { 2576 {
2855#ifdef COZY_SERVER
2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858#else
2859 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;
2860#endif
2861 2578
2862 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2863 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);
2864 else 2581 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2866 /* dms do not consume food */ 2584 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2586 op->stats.food--;
2869 } 2587 }
2870 }
2871 2588
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2590 {
2874 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2875 2592
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 { 2594 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2882 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.");
2883 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2602 break;
2886 } 2603 }
2887 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2888 flesh = tmp; 2605 flesh = tmp;
2889 } /* End if paid for object */ 2606 } /* End if paid for object */
2890 } /* end of for loop */ 2607 } /* end of for loop */
2608
2891 /* 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
2892 * eat flesh instead. 2610 * eat flesh instead.
2893 */ 2611 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2613 {
2896 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.");
2897 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2898 } 2616 }
2899 } /* end if player is starving */ 2617 }
2900 2618
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2903 2621
2904 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))
2905 kill_player (op); 2623 kill_player (op);
2624 }
2906} 2625}
2907
2908
2909 2626
2910/* 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.
2911 * 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
2912 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2630 * file.
2943 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!");
2944 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...");
2945 2662
2946 /* restore player */ 2663 /* restore player */
2947 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2666 {
2951 remove_ob (tmp); 2667 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2669 }
2955 2670
2956 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2673 {
2960 remove_ob (tmp); 2674 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2676 }
2964 2677
2965 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2681 op->stats.food = 999;
2969 2682
2970 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2685 {
2974 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2687 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2691 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2695 }
2985 2696
2986 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2699 op->contr->braced = 0;
2993 2704
2994 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2995 2706
2996 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2997 { 2708 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3007 } 2711 }
3008 else 2712 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3018 } 2714
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2716
3021 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3022 x = op->x; 2718 x = op->x;
3023 y = op->y; 2719 y = op->y;
3024 map = op->map; 2720 map = op->map;
3025 2721
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2725 */
3033 2726
3034 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2729 * of death.
3037 */ 2730 */
3038#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3040 { 2733 {
3041 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2736 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2739 little bit harder. */
3047 /* GD */ 2740 /* GD */
3048 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2742 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2743 else
3054 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3055 num_stats_lose = 1; 2747 num_stats_lose = 1;
3056 } 2748
3057 lost_a_stat = 0; 2749 lost_a_stat = 0;
3058 2750
3059 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3060 { 2752 {
3061 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3062 2754
3063 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3064 { 2756 {
3065 /* 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
3066 * what he lost. 2758 * what he lost.
3067 */ 2759 */
3068 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 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);
3074 } 2778 }
3075 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3076 { 2781 {
3077 /* deplete a stat */ 2782 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3079 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3080 2785 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2786 {
3084 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3086 } 2789
3087 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2796 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2797 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2799 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2800 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2801 else
3129 if (this_stat >= -50)
3130 { 2802 {
3131 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2808 }
3137 } 2809 }
3138 } 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 }
3139 } 2829 }
2830 }
2831 }
3140 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2833 if (!lost_a_stat)
3142 { 2834 {
3143 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3146 2838
3147 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2841 else
3150 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.");
3151 } 2843 }
3152#else 2844#else
3153 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.");
3154#endif 2846#endif
3155 2847
3156 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2849 * exp loss on the stone.
3158 */ 2850 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2853 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf; 2857 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2860
3169 /**************************************/ 2861 /**************************************/
3170 /* */ 2862 /* */
3171 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3174 /* */ 2866 /* */
3175 /**************************************/ 2867 /**************************************/
3176 2868
3177 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2870 /* restore player */
3179 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3181 if (tmp) 2874 if (tmp)
3182 { 2875 {
3183 remove_ob (tmp); 2876 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2878 }
3187 2879
3188 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2882 if (tmp)
3191 { 2883 {
3192 remove_ob (tmp); 2884 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2886 }
3196 2887
3197 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3198 2889
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3202 op->stats.food = 900; 2893 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2897
3207 /* 2898 /*
3208 * 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
3209 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3210 * in the map. 2901 */
3211 */
3212
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3215 2903
3216 /****************************************/ 2904 /****************************************/
3217 /* */ 2905 /* */
3218 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3220 /* */ 2908 /* */
3221 /****************************************/ 2909 /****************************************/
3222 2910
3223 enter_player_savebed (op); 2911 enter_player_savebed (op);
3224 2912
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2913 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2914
3231 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2918 * on the space that might harm the player.
3235 */ 2919 */
3236 will_kill_again = 0; 2920 will_kill_again = 0;
3237 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)
3238 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3240 2924
3241 if (will_kill_again) 2925 if (will_kill_again)
3242 { 2926 {
3243 object *force; 2927 object *force;
3244 int at; 2928 int at;
3245 2929
3246 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2932 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2937 force->resist[at] = 100;
3254 2938
3255 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3256 fix_player (op); 2940 op->update_stats ();
3257 2941
3258 } 2942 }
3259 2943
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2945}
3330
3331 2946
3332void 2947void
3333loot_object (object *op) 2948loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3336 2951
3337 if (op->container) 2952 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2953
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3343 { 2955 {
3344 next = tmp->below; 2956 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3346 continue; 2959 continue;
3347 remove_ob (tmp); 2960
2961 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3349 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2966
3352 }
3353 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))))
3354 { 2968 {
3355 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3356 { 2970 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 free_object (tmp2); 2972 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2974 }
3361 else 2975 else
3362 free_object (tmp); 2976 tmp->destroy ();
3363 } 2977 }
3364 else 2978 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2980 }
3367} 2981}
3369/* 2983/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3371 * 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
3372 * was changed. 2986 * was changed.
3373 */ 2987 */
3374
3375void 2988void
3376fix_weight (void) 2989fix_weight (void)
3377{ 2990{
3378 player *pl; 2991 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2992 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 2994
3384 if (old == sum) 2995 if (old == sum)
3385 continue; 2996 continue;
3386 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3387 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);
3388 } 2999 }
3389} 3000}
3390 3001
3391void 3002void
3392fix_luck (void) 3003fix_luck (void)
3393{ 3004{
3394 player *pl; 3005 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3399} 3008}
3400
3401 3009
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3405 */ 3013 */
3406
3407void 3014void
3408cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3409{ 3016{
3410 object *skop, *spob; 3017 object *skop, *spob;
3411 3018
3432 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3433 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);
3434 3041
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3043
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 3045}
3441 3046
3442void 3047void
3443make_visible (object *op) 3048make_visible (object *op)
3444{ 3049{
3447 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3448 { 3053 {
3449 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3451 } 3056 }
3057
3452 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3453} 3059}
3454 3060
3455int 3061int
3456is_true_undead (object *op) 3062is_true_undead (object *op)
3457{ 3063{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3065 return 1;
3462 3066
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3067 return 0;
3469} 3068}
3470 3069
3471/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3528 3127
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3129
3531 /* 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! */
3532 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3535 { 3133 {
3536 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!");
3537 make_visible (op); 3135 make_visible (op);
3538 return; 3136 return;
3539 } 3137 }
3540 else 3138 else
3541 num += 20; 3139 num += 20;
3542 } 3140
3543 num += op->map->difficulty; 3141 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3143 num -= hide;
3144
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3146 {
3548 make_visible (op); 3147 make_visible (op);
3549 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3550 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!");
3551 } 3150 }
3552 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3553 {
3554 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);
3555 }
3556} 3153}
3557 3154
3558/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3559 3156
3560int 3157int
3587 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3588 continue; 3185 continue;
3589 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)))
3590 continue; 3187 continue;
3591 3188
3592 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)
3593 { 3190 {
3594 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))
3595 return 1; 3192 return 1;
3596 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3597 { 3194 {
3627 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3628 { 3225 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3227 return -1;
3631 } 3228 }
3229
3632 if (!pl || !op) 3230 if (!pl || !op)
3633 return 0; 3231 return 0;
3634 3232
3635 if (op->head)
3636 {
3637 op = op->head; 3233 op = op->head_ ();
3638 } 3234
3639 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3640 3236
3641 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3238 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3651 3247
3652 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3653 * 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
3654 * for any meaningful values. 3250 * for any meaningful values.
3655 */ 3251 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !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)])
3659 return 1; 3255 return 1;
3660 op = op->more; 3256 op = op->more;
3661 } 3257 }
3662 return 0; 3258 return 0;
3663} 3259}
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3357 int i = 0, j = 0;
3762 3358
3763 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3766 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3768 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3770 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3772 3368
3773 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3774 return; 3370 return;
3775 3371
3776 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++);
3777 3373
3778 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3779 { 3375 {
3780 /* 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]); */
3781 return; 3377 return;
3782 } 3378 }
3783 3379
3849 { 3445 {
3850 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3447 object *skin;
3852 3448
3853 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 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
3855 if (skin == NULL) 3454 if (!skin)
3856 return; 3455 return;
3857 3456
3858 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3459 {
3905 * not readied. 3504 * not readied.
3906 */ 3505 */
3907void 3506void
3908player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3909{ 3508{
3910 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3911 3511
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3913 { 3513 pl->combat_ob = 0;
3514
3914 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3915 { 3516 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 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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