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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 37
77void 38void
78display_motd (const object *op) 39display_motd (const object *op)
79{ 40{
80 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
83 int comp; 44 int comp;
84 int size; 45 int size;
85 46
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 49 return;
90 } 50
91 motd[0] = '\0'; 51 motd[0] = '\0';
92 size = 0; 52 size = 0;
53
93 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
94 { 55 {
95 if (*buf == '#') 56 if (*buf == '#')
96 continue; 57 continue;
58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 60 size += strlen (buf);
99 } 61 }
62
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
102} 65}
103 66
104void 67void
110 int comp; 73 int comp;
111 int size; 74 int size;
112 75
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 78 return;
117 } 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
82
120 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
121 { 84 {
122 if (*buf == '#') 85 if (*buf == '#')
123 continue; 86 continue;
87
124 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
125 { 89 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 91 break;
128 } 92 }
93
129 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 95 size += strlen (buf);
131 } 96 }
97
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
134} 100}
135 101
136void 102void
144 int size; 110 int size;
145 111
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 114 return;
115
149 news[0] = '\0'; 116 news[0] = '\0';
150 subject[0] = '\0'; 117 subject[0] = '\0';
151 size = 0; 118 size = 0;
119
152 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
153 { 121 {
154 if (*buf == '#') 122 if (*buf == '#')
155 continue; 123 continue;
124
156 if (*buf == '%') 125 if (*buf == '%')
157 { /* send one news */ 126 { /* send one news */
158 if (size > 0) 127 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
160 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
161 strip_endline (subject); 131 strip_endline (subject);
162 size = 0; 132 size = 0;
163 news[0] = '\0'; 133 news[0] = '\0';
164 } 134 }
173 size += strlen (buf); 143 size += strlen (buf);
174 } 144 }
175 } 145 }
176 146
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
180} 150}
181 151
182int 152float
183playername_ok (const char *cp) 153player::weapon_speed () const
184{ 154{
185 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 156}
285 157
286/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
287static void 159static void
288set_first_map (object *op) 160set_first_map (object *op)
289{ 161{
290 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
291 op->x = -1; 163 op->x = -1;
292 op->y = -1; 164 op->y = -1;
293 enter_exit (op, NULL);
294} 165}
295 166
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
296/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 385 * mode.
299 */ 386 */
300 387player *
301int 388player::create ()
302add_player (client_socket *ns)
303{ 389{
304 player *p = new player; 390 player *pl = new player;
305 391
306 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 393
309 p->next = first_player; 394 pl->ob->roll_stats ();
310 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
311 397
312 p = get_player (p);
313
314 set_first_map (p->ob); 398 set_first_map (pl->ob);
315 399
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 400 return pl;
324} 401}
325 402
326/* 403/*
327 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
337 { 414 {
338 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
339 at = first_archetype; 416 at = first_archetype;
340 else 417 else
341 at = at->next; 418 at = at->next;
419
342 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
343 return at; 421 return at;
422
344 if (at == start) 423 if (at == start)
345 { 424 {
346 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 426 exit (-1);
348 } 427 }
349 } 428 }
350} 429}
351 430
352
353object * 431object *
354get_nearest_player (object *mon) 432get_nearest_player (object *mon)
355{ 433{
356 object *op = NULL; 434 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 435 objectlink *ol;
359 unsigned lastdist; 436 unsigned lastdist;
360 rv_vector rv; 437 rv_vector rv;
361 438
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 440 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 448 object *tmp = ol->ob;
372 449
373 /* 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
374 * itself will have been cleared. 451 * itself will have been cleared.
375 */ 452 */
376 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 ());
377 ol = ol->next; 455 ol = ol->next;
378 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
379 if (!ol) 457 if (!ol)
380 return op; 458 return op;
381 } 459 }
394 { 472 {
395 op = ol->ob; 473 op = ol->ob;
396 lastdist = rv.distance; 474 lastdist = rv.distance;
397 } 475 }
398 } 476 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 477
400 { 478 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
405 { 481 {
406 op = pl->ob; 482 op = pl->ob;
407 lastdist = rv.distance; 483 lastdist = rv.distance;
408 } 484 }
409 } 485
410 }
411#if 0 486#if 0
412 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)");
413#endif 488#endif
414 return op; 489 return op;
415} 490}
433 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 510 * is probably not a good thing.
436 */ 511 */
437#define MAX_SPACES 50 512#define MAX_SPACES 50
438
439 513
440/* 514/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
474 x = mon->x; 548 x = mon->x;
475 y = mon->y; 549 y = mon->y;
476 m = mon->map; 550 m = mon->map;
477 dir = rv.direction; 551 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 556 if (diff > max)
482 return 0; 557 return 0;
558
483 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
484 { 560 {
485 lastx = x; 561 lastx = x;
486 lasty = y; 562 lasty = y;
487 lastmap = m; 563 lastmap = m;
569 max--; 645 max--;
570 lastdir = dir; 646 lastdir = dir;
571 if (!firstdir) 647 if (!firstdir)
572 firstdir = dir; 648 firstdir = dir;
573 } 649 }
650
574 if (diff <= 1) 651 if (diff <= 1)
575 { 652 {
576 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 654 * headed toward player for entire distance.
578 */ 655 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 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));
581 } 658 }
659
582 if (diff > max) 660 if (diff > max)
583 return 0; 661 return 0;
584 } 662 }
663
585 /* 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 */
586 if (!max) 665 if (!max)
587 return 0; 666 return 0;
588 667
589 return firstdir; 668 return firstdir;
682 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
683 link_player_skills (pl); 762 link_player_skills (pl);
684} 763}
685 764
686void 765void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
771{ 767{
772 if (party == NULL) 768 if (party == NULL)
773 { 769 {
774 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);
775 return; 771 return;
776 } 772 }
773
777 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
780 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:");
781} 778}
782
783 779
784/* 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. */
785int 781static int
786roll_stat (void) 782roll_stat (void)
787{ 783{
788 int a[4], i, j, k; 784 int a[4], i, j, k;
789 785
790 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
792 788
793 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 790 if (a[i] < k)
795 k = a[i], j = i; 791 k = a[i], j = i;
796 792
797 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 794 if (i != j)
800 k += a[i]; 795 k += a[i];
801 } 796
802 return k; 797 return k;
803} 798}
804 799
805void 800void
806roll_stats (object *op) 801object::roll_stats ()
807{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
808 int sum = 0; 807 int sum = 0;
809 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
811 810
812 do 811 if (sum >= 82 && sum <= 116)
812 break;
813 { 813 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 814
825 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 817
834 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
835 do 819 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 820
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 821 stats.exp = 0;
870 op->stats.ac = 0; 822 stats.ac = 0;
871 823
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
881} 836}
882 837
883void 838void
884Roll_Again (object *op) 839object::swap_stats (int a, int b)
885{ 840{
886 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 842
891void 843 for (int i = 0; i < NUM_STATS; ++i)
892Swap_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)
893{ 870{
894 signed char tmp;
895 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
896 872
897 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 877}
1012 878
1013/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1017 * not the class. 883 * not the class.
1018 */ 884 */
1019 885void
1020int 886player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 887{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 890
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 892 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
1041 894
1042 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1044 897
1045 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1046 899
1047 if (op->msg) 900 if (ob->msg)
1048 op->msg = NULL; 901 ob->msg = 0;
1049 902
1050 /* 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
1051 * to save here. 904 * to save here.
1052 */ 905 */
906 {
907 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1055 911
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 912 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 915 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1064 fix_player (op); 917 ob->update_stats ();
1065 918
1066 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1067 * is one for this race 920 * is one for this race
1068 */ 921 */
1069 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1070 { 923 {
1071 object *tmp; 924 object *tmp;
1072 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1073 926
1074 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);
1075 tmp = object::create (); 928 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1079 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;
1080 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1081 * default initial map */ 934 * default initial map */
1082 tmp->destroy (); 935 tmp->destroy ();
1083 } 936 }
1084 else 937 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 939}
1088 return 0;
1089 }
1090 940
941void
942player::chargen_race_next ()
943{
1091 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1093 */ 946 */
1094 947
1095 tmp_loop = 0; 948 do
1096 while (!tmp_loop)
1097 { 949 {
1098 shstr name = op->name; 950 shstr name = ob->name;
1099 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1100 952
1101 remove_statbonus (op); 953 ob->remove_statbonus ();
1102 op->remove (); 954 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1105 op->instantiate (); 957 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1108 op->x = x; 960 ob->x = x;
1109 op->y = y; 961 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1113 add_statbonus (op); 965 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 966 }
967 while (!allowed_class (ob));
1116 968
1117 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 971 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 974 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 975}
1179 976
1180void 977void
1181flee_player (object *op) 978flee_player (object *op)
1182{ 979{
1212 { 1009 {
1213 op->enemy = NULL; 1010 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1012 return;
1216 } 1013 }
1014
1217 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1218 1016
1219 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1221 { 1019 {
1222 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1223 1021
1224 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)))
1225 {
1226 return; 1023 return;
1227 }
1228 } 1024 }
1025
1229 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1028 op->enemy = NULL;
1232} 1029}
1233 1030
1234
1235/* 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.
1236 * 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
1237 * stop. 1033 * stop.
1238 */ 1034 */
1239int 1035int
1240check_pick (object *op) 1036check_pick (object *op)
1241{ 1037{
1242 object *tmp, *next; 1038 object *tmp, *next;
1243 int stop = 0; 1039 int stop = 0;
1244 int j, k, wvratio; 1040 int wvratio;
1245 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1246 1042
1247 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1249 return 1; 1045 return 1;
1250 1046
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1117 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1122 }
1123
1355 /* philosophy: 1124 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1129 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1614 * found object is returned. 1383 * found object is returned.
1615 */ 1384 */
1616object * 1385object *
1617find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1618{ 1387{
1619 object *tmp = NULL; 1388 object *tmp = 0;
1620 1389
1621 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1622 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))
1623 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1625 return op; 1394 return op;
1395
1626 return tmp; 1396 return tmp;
1627} 1397}
1628 1398
1629/* 1399/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1404 */
1635
1636object * 1405object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1407{
1639 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1706 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1476 * op = the shooter
1708 * type = bow->race 1477 * type = bow->race
1709 * dir = fire direction 1478 * dir = fire direction
1710 */ 1479 */
1711
1712object * 1480object *
1713pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1714{ 1482{
1715 object *tmp = NULL; 1483 object *tmp = NULL;
1716 maptile *m; 1484 maptile *m;
1781 */ 1549 */
1782int 1550int
1783fire_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)
1784{ 1552{
1785 object *left, *bow; 1553 object *left, *bow;
1786 int bowspeed, mflags; 1554 int mflags;
1787 maptile *m; 1555 maptile *m;
1788 1556
1789 if (!dir) 1557 if (!dir)
1790 { 1558 {
1791 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!");
1792 return 0; 1560 return 0;
1793 } 1561 }
1794 if (op->type == PLAYER) 1562
1795 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1796 else 1565 else
1797 { 1566 {
1798 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1799 /* 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
1800 * 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.
1805 if (!bow) 1574 if (!bow)
1806 { 1575 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1577 return 0;
1809 } 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
1810 } 1587 }
1588
1811 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1812 { 1590 {
1813 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);
1814 return 0; 1592 return 0;
1815 } 1593 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1594
1825 if (arrow == NULL) 1595 if (arrow == NULL)
1826 { 1596 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1598 {
1829 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1830 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);
1831 /* 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 */
1832 else 1602 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1834 return 0; 1605 return 0;
1835 } 1606 }
1836 } 1607 }
1608
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1611 return 0;
1841 } 1612
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1614 {
1844 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.");
1845 return 0; 1616 return 0;
1846 } 1617 }
1852 return 0; 1623 return 0;
1853 } 1624 }
1854 1625
1855 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1628 if (!arrow)
1858 { 1629 {
1859 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);
1860 return 0; 1631 return 0;
1861 } 1632 }
1633
1862 arrow->set_owner (op); 1634 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1636 arrow->direction = dir;
1866 arrow->x = sx; 1637
1867 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;
1868 1675
1869 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1870 { 1677 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 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;
1904 } 1685 }
1905 else 1686 else
1906 { 1687 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1688 arrow->level = op->level;
1909 } 1689 arrow->stats.wc -= bow->magic;
1910 1690
1911 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1912 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1913 1696
1914 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1699
1917 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1703
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1923 1706
1924 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1708 move_arrow (arrow);
1926 1709
1927 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1947{ 1730{
1948 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1949 1732
1950 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1951 { 1734 {
1952 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);
1953 } 1736 }
1954 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)
1955 { 1738 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1740 wcmod = -1;
1741
1958 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);
1959 } 1743 }
1960 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1961 { 1745 {
1962 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);
1966 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1751 {
1968 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);
1969 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);
1970 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);
1971
1972 } 1755 }
1973 else 1756 else
1974 { 1757 {
1975 /* Simple case */ 1758 /* Simple case */
1976 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);
1977 } 1760 }
1761
1978 return ret; 1762 return ret;
1979} 1763}
1980
1981 1764
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1984 */ 1767 */
1985void 1768void
1986fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1987{ 1770{
1988 object *item; 1771 object *item = op->contr->ranged_ob;
1989 1772
1990 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1991 { 1774 {
1992 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.");
1993 return; 1776 return;
1994 } 1777 }
1995 1778
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1779 if (!item->inv)
1998 { 1780 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1782 return;
2001 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2002 if (item->type == WAND) 1788 if (item->type == WAND)
2003 { 1789 {
2004 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2005 { 1791 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2007 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
2008 return; 1795 return;
2009 } 1796 }
2010 } 1797 }
2011 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2012 { 1799 {
2013 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))
2014 { 1801 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2016 if (item->type == ROD) 1804 if (item->type == ROD)
2017 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));
2018 else 1806 else
2019 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
2020 return; 1809 return;
2021 } 1810 }
2022 } 1811 }
2023 1812
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2032 1821
2033 if (item->arch) 1822 if (item->arch)
2034 { 1823 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2037 item->speed = 0; 1826 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1827 }
1828
2040 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1831 }
2043 } 1832 }
2044 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1834 drain_rod_charge (item);
2047 }
2048 } 1835 }
2049} 1836}
2050 1837
2051/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2052 */ 1839 */
2057 1844
2058 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2060 make_visible (op); 1847 make_visible (op);
2061 1848
2062 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2063 { 1852 {
2064 case range_none: 1853 control_golem (op->contr->golem, dir);
2065 return; 1854 return;
1855 }
2066 1856
2067 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:
2068 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2069 return; 1869 break;
2070 1870
2071 case range_magic: /* Casting spells */ 1871 case SPELL:
2072 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);
2073 return; 1873 break;
2074 1874
2075 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:
2076 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2077 return; 1885 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1886 }
2105} 1887}
2106
2107
2108 1888
2109/* find_key 1889/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1894 * pl is the player,
2115 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2118 */ 1898 */
2119
2120object * 1899object *
2121find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2122{ 1901{
2123 object *tmp, *key; 1902 object *tmp, *key;
2124 1903
2125 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1905 if (!container->inv)
2127 return NULL; 1906 return 0;
2128 1907
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1910 {
2132 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1912 break;
2134 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2136 */ 1915 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1917 break;
2139 } 1918 }
1919
2140 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1923 * a key, return
2144 */ 1924 */
2145 if (!tmp) 1925 if (!tmp)
2146 { 1926 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1928 {
2149 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1931 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2153 return key; 1933 return key;
2154 } 1934 }
2155 } 1935 }
1936
2156 if (!tmp) 1937 if (!tmp)
2157 return NULL; 1938 return NULL;
2158 } 1939 }
1940
2159 /* 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,
2160 * see if we actually want to use it 1942 * see if we actually want to use it
2161 */ 1943 */
2162 if (pl != container) 1944 if (pl != container)
2163 { 1945 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "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));
2186 return NULL; 1968 return NULL;
2187 } 1969 }
2188 } 1970 }
1971
2189 return tmp; 1972 return tmp;
2190} 1973}
2191 1974
2192/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1978 * 0 otherwise
2196 */ 1979 */
2197static int 1980static int
2198player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2199{ 1982{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2204 */ 1986 */
2205 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2208 if (key) 1990 if (key)
2209 { 1991 {
2210 object *container = key->env; 1992 object *container = key->env;
2211 1993
2212 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
2213 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2214 make_visible (op); 1997 make_visible (op);
1998
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2217 if (door->type == DOOR) 2002 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2222 { 2005 {
2223 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));
2224 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2225 } 2008 }
2009
2226 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2229 if (container != op) 2013 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2231 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2232 } 2017 }
2233 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2234 { 2019 {
2235 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 2022 return 1;
2238 } 2023 }
2024
2239 return 0; 2025 return 0;
2240} 2026}
2241 2027
2242/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2247 */ 2033 */
2248
2249void 2034void
2250move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2251{ 2036{
2252 object *tmp, *mon; 2037 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 2038 int on_battleground;
2255 maptile *m; 2039 maptile *m;
2256 2040
2257 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2259 2043
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2261 2045
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2270 */ 2054 */
2271 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))
2272 { 2056 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2058 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2276 if (!m) 2060 if (!m)
2277 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2278 } 2062 }
2279 else 2063 else
2280 m = op->map; 2064 m = op->map;
2281 2065
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2067 return;
2286 }
2287 2068
2288 mon = NULL; 2069 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2073 * on the space
2293 */ 2074 */
2294 while (tmp != NULL) 2075 while (tmp)
2295 { 2076 {
2296 if (tmp == op) 2077 if (tmp == op)
2297 { 2078 {
2298 tmp = tmp->above; 2079 tmp = tmp->above;
2299 continue; 2080 continue;
2309 mon = tmp; 2090 mon = tmp;
2310 2091
2311 tmp = tmp->above; 2092 tmp = tmp->above;
2312 } 2093 }
2313 2094
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2096 return; /* into a wall */
2316 2097
2317 if (mon->head != NULL) 2098 if (mon->head)
2318 mon = mon->head; 2099 mon = mon->head;
2319 2100
2320 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))
2321 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2322 return; 2103 return;
2331 2112
2332 /* 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
2333 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2335 */ 2116 */
2336 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2120 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2122 {
2346 /* 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 */
2347 if (op->contr->braced) 2124 if (op->contr->braced)
2348 return; 2125 return;
2126
2349 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);
2350 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2130 make_visible (op);
2131
2353 return; 2132 return;
2354 } 2133 }
2355 2134
2356 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2358 * 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
2359 * attack them either. 2138 * attack them either.
2360 */ 2139 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2362 (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))
2363#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2364 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2144 && !on_battleground))
2366 && mon->contr->
2367 peaceful)) &&
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2145 {
2373 if (!op->contr->braced) 2146 if (!op->contr->braced)
2374 { 2147 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2377 } 2150 }
2378 else 2151 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2153
2382 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2155 make_visible (op);
2384 } 2156 }
2385 2157
2386 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2397 * 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
2398 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2173 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2176 {
2406
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2413 { 2178 {
2179 op->contr->has_hit = 1;
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2415
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 } 2181 }
2418 2182
2419 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2420 2184
2421 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2188 * the wiz.
2426 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))
2427 { 2191 {
2428 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2429 2193
2430 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2433 } 2197 }
2198
2434 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2435 make_visible (op); 2200 make_visible (op);
2436 } 2201 }
2437 } /* if player should attack something */ 2202 } /* if player should attack something */
2438} 2203}
2440int 2205int
2441move_player (object *op, int dir) 2206move_player (object *op, int dir)
2442{ 2207{
2443 int pick; 2208 int pick;
2444 2209
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2211 return 0;
2447 2212
2448 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2450 { 2215 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2217 return 0;
2453 } 2218 }
2454 2219
2455 /* peterm: added following line */ 2220 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2223
2459 op->facing = dir; 2224 op->facing = dir;
2460 2225
2461 if (op->hide) 2226 if (op->hide)
2462 do_hidden_move (op); 2227 do_hidden_move (op);
2473 2238
2474 /* 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
2475 * server can handle repeat firing. 2240 * server can handle repeat firing.
2476 */ 2241 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2243 op->direction = dir;
2480 }
2481 else 2244 else
2482 {
2483 op->direction = 0; 2245 op->direction = 0;
2484 } 2246
2485 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2249 * for players.
2488 */ 2250 */
2489 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2498 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2499 */ 2261 */
2500int 2262int
2501handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2502{ 2264{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2266 {
2525 flee_player (op); 2267 flee_player (op);
2268
2526 /* 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 */
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2528 { 2271 {
2529 op->speed_left--; 2272 --op->speed_left;
2530 return 0; 2273 return 0;
2531 } 2274 }
2532 } 2275 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2276
2542 /* 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
2543 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2279 * called, so we recheck it here.
2545 */ 2280 */
2546 HandleClient (op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2282 return 1;
2549 2283
2284 if (op->speed_left > 0.f)
2285 {
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2287 {
2552 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2289 --op->speed_left;
2554 2290
2555 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2558 */ 2294 */
2559 move_player (op, op->direction); 2295 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2296
2561 return 1; 2297 return op->speed_left > 0.f;
2562 else 2298 }
2563 return 0;
2564 } 2299 }
2300
2565 return 0; 2301 return 0;
2566} 2302}
2567 2303
2568int 2304int
2569save_life (object *op) 2305save_life (object *op)
2570{ 2306{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2308 return 0;
2575 2309
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2312 {
2579 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);
2580 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));
2581 2315
2589 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2590 2324
2591 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2592 op->stats.food = 999; 2326 op->stats.food = 999;
2593 2327
2594 fix_player (op); 2328 op->update_stats ();
2595 return 1; 2329 return 1;
2596 } 2330 }
2331
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2335 return 0;
2601} 2336}
2606 * from. 2341 * from.
2607 */ 2342 */
2608void 2343void
2609remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2610{ 2345{
2611 object *next;
2612
2613 while (op) 2346 while (op)
2614 { 2347 {
2615 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' */
2616 * we remove object 'op' 2349
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2351 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2626 } 2356 }
2627 else if (op->inv) 2357 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2629 op = next; 2360 op = next;
2630 } 2361 }
2631} 2362}
2632
2633 2363
2634/* 2364/*
2635 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2381 else
2652 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2385 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2656 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);
2657 else 2388 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2392 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2662 { 2394 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2397 strcat (buf2, buf);
2666 } 2398 }
2399
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2670 return buf2; 2404 return buf2;
2671} 2405}
2672
2673
2674 2406
2675void 2407void
2676do_some_living (object *op) 2408do_some_living (object *op)
2677{ 2409{
2678 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2416 int rate_grace = 2000;
2685 const int max_hp = 1; 2417 const int max_hp = 1;
2686 const int max_sp = 1; 2418 const int max_sp = 1;
2687 const int max_grace = 1; 2419 const int max_grace = 1;
2688 2420
2689 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 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 }
2695 2439
2696 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2697 { 2441 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2446 else
2704 { 2447 {
2705 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2450 }
2451
2708 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2454 else
2711 { 2455 {
2712 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2458 }
2459
2715 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2462 else
2718 { 2463 {
2719 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2466 }
2722 2467
2723 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2725 { 2470 {
2726 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);
2727 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2728 { 2473 {
2729 op->stats.sp++; 2474 op->stats.sp++;
2735 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2482 op->stats.food = last_food;
2738 } 2483 }
2739 } 2484 }
2485
2740 if (max_sp > 1) 2486 if (max_sp > 1)
2741 { 2487 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2489 if (over_sp > 0)
2744 { 2490 {
2745 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2746 { 2492 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2748 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))
2749 op->stats.sp--; 2496 op->stats.sp--;
2497
2750 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2752 } 2500 }
2753 op->last_sp = 0; 2501 op->last_sp = 0;
2754 } 2502 }
2755 else 2503 else
2756 {
2757 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);
2758 }
2759 } 2505 }
2760 else 2506 else
2761 {
2762 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);
2763 }
2764 } 2508 }
2765 2509
2766 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2769 { 2513 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2772 if (max_grace > 1) 2517 if (max_grace > 1)
2773 { 2518 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2520 if (over_grace > 0)
2776 { 2521 {
2804 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2551 op->stats.food = last_food;
2807 } 2552 }
2808 } 2553 }
2554
2809 if (max_hp > 1) 2555 if (max_hp > 1)
2810 { 2556 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2558 if (over_hp > 0)
2813 { 2559 {
2826 } 2572 }
2827 2573
2828 /* Digestion */ 2574 /* Digestion */
2829 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2830 { 2576 {
2831#ifdef COZY_SERVER
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 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;
2836#endif
2837 2578
2838 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2581 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2842 /* dms do not consume food */ 2584 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2586 op->stats.food--;
2845 } 2587 }
2846 }
2847 2588
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2590 {
2850 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2851 2592
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2594 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2602 break;
2862 } 2603 }
2863 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2864 flesh = tmp; 2605 flesh = tmp;
2865 } /* End if paid for object */ 2606 } /* End if paid for object */
2866 } /* end of for loop */ 2607 } /* end of for loop */
2608
2867 /* 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
2868 * eat flesh instead. 2610 * eat flesh instead.
2869 */ 2611 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2613 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2874 } 2616 }
2875 } /* end if player is starving */ 2617 }
2876 2618
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2879 2621
2880 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))
2881 kill_player (op); 2623 kill_player (op);
2624 }
2882} 2625}
2883
2884
2885 2626
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2630 * file.
2919 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!");
2920 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...");
2921 2662
2922 /* restore player */ 2663 /* restore player */
2923 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2666 {
2927 tmp->destroy (); 2667 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2669 }
2930 2670
2931 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2673 {
2935 tmp->destroy (); 2674 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2676 }
2938 2677
2940 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2681 op->stats.food = 999;
2943 2682
2944 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2685 {
2948 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2687 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2691 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2695 }
2959 2696
2960 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2699 op->contr->braced = 0;
2967 2704
2968 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2969 2706
2970 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2971 { 2708 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2981 } 2711 }
2982 else 2712 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
2992 } 2714
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2716
2995 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
2996 x = op->x; 2718 x = op->x;
2997 y = op->y; 2719 y = op->y;
2998 map = op->map; 2720 map = op->map;
2999 2721
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2725 */
3007 2726
3008 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2729 * of death.
3011 */ 2730 */
3012#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3014 { 2733 {
3015 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2736 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2739 little bit harder. */
3021 /* GD */ 2740 /* GD */
3022 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2742 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2743 else
3028 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3029 num_stats_lose = 1; 2747 num_stats_lose = 1;
3030 } 2748
3031 lost_a_stat = 0; 2749 lost_a_stat = 0;
3032 2750
3033 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3034 { 2752 {
3035 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3036 2754
3037 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3038 { 2756 {
3039 /* 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
3040 * what he lost. 2758 * what he lost.
3041 */ 2759 */
3042 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 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);
3048 } 2778 }
3049 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3050 { 2781 {
3051 /* deplete a stat */ 2782 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3053 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3054 2785 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2786 {
3058 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3060 } 2789
3061 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2796 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2797 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2799 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2800 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2801 else
3103 if (this_stat >= -50)
3104 { 2802 {
3105 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2808 }
3111 } 2809 }
3112 } 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 }
3113 } 2829 }
2830 }
2831 }
3114 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2833 if (!lost_a_stat)
3116 { 2834 {
3117 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3120 2838
3121 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2841 else
3124 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.");
3125 } 2843 }
3126#else 2844#else
3127 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.");
3128#endif 2846#endif
3129 2847
3130 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2849 * exp loss on the stone.
3132 */ 2850 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2853 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2857 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2860
3143 /**************************************/ 2861 /**************************************/
3144 /* */ 2862 /* */
3145 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3148 /* */ 2866 /* */
3149 /**************************************/ 2867 /**************************************/
3150 2868
3151 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2870 /* restore player */
3153 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3155 2873
3156 if (tmp) 2874 if (tmp)
3157 { 2875 {
3158 tmp->destroy (); 2876 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2878 }
3161 2879
3162 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2882 if (tmp)
3165 { 2883 {
3166 tmp->destroy (); 2884 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2886 }
3169 2887
3170 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3171 2889
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3175 op->stats.food = 900; 2893 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2897
3180 /* 2898 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3183 * in the map. 2901 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3188 2903
3189 /****************************************/ 2904 /****************************************/
3190 /* */ 2905 /* */
3191 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3193 /* */ 2908 /* */
3194 /****************************************/ 2909 /****************************************/
3195 2910
3196 enter_player_savebed (op); 2911 enter_player_savebed (op);
3197 2912
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2913 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2914
3204 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2918 * on the space that might harm the player.
3208 */ 2919 */
3209 will_kill_again = 0; 2920 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3213 2924
3214 if (will_kill_again) 2925 if (will_kill_again)
3215 { 2926 {
3216 object *force; 2927 object *force;
3217 int at; 2928 int at;
3218 2929
3219 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2932 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2937 force->resist[at] = 100;
3227 2938
3228 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3229 fix_player (op); 2940 op->update_stats ();
3230 2941
3231 } 2942 }
3232 2943
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2945}
3302
3303 2946
3304void 2947void
3305loot_object (object *op) 2948loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3308 2951
3309 if (op->container) 2952 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2953
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3315 { 2955 {
3316 next = tmp->below; 2956 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3318 continue; 2959 continue;
2960
3319 tmp->remove (); 2961 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3321 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2966
3324 }
3325 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))))
3326 { 2968 {
3327 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3328 { 2970 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2972 tmp2->destroy ();
3341/* 2983/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2986 * was changed.
3345 */ 2987 */
3346
3347void 2988void
3348fix_weight (void) 2989fix_weight (void)
3349{ 2990{
3350 player *pl; 2991 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2992 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2994
3356 if (old == sum) 2995 if (old == sum)
3357 continue; 2996 continue;
3358 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3359 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);
3360 } 2999 }
3361} 3000}
3362 3001
3363void 3002void
3364fix_luck (void) 3003fix_luck (void)
3365{ 3004{
3366 player *pl; 3005 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3371} 3008}
3372
3373 3009
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3377 */ 3013 */
3378
3379void 3014void
3380cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3381{ 3016{
3382 object *skop, *spob; 3017 object *skop, *spob;
3383 3018
3417 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3418 { 3053 {
3419 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3421 } 3056 }
3057
3422 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3423} 3059}
3424 3060
3425int 3061int
3426is_true_undead (object *op) 3062is_true_undead (object *op)
3427{ 3063{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3065 return 1;
3432 3066
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3067 return 0;
3439} 3068}
3440 3069
3441/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3498 3127
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3129
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3505 { 3133 {
3506 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!");
3507 make_visible (op); 3135 make_visible (op);
3508 return; 3136 return;
3509 } 3137 }
3510 else 3138 else
3511 num += 20; 3139 num += 20;
3512 } 3140
3513 num += op->map->difficulty; 3141 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3143 num -= hide;
3144
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3146 {
3518 make_visible (op); 3147 make_visible (op);
3519 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3520 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!");
3521 } 3150 }
3522 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3153}
3527 3154
3528/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3529 3156
3530int 3157int
3557 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3558 continue; 3185 continue;
3559 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)))
3560 continue; 3187 continue;
3561 3188
3562 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)
3563 { 3190 {
3564 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))
3565 return 1; 3192 return 1;
3566 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3567 { 3194 {
3597 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3598 { 3225 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3227 return -1;
3601 } 3228 }
3229
3602 if (!pl || !op) 3230 if (!pl || !op)
3603 return 0; 3231 return 0;
3604 3232
3605 if (op->head)
3606 {
3607 op = op->head; 3233 op = op->head_ ();
3608 } 3234
3609 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3610 3236
3611 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3238 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3621 3247
3622 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3250 * for any meaningful values.
3625 */ 3251 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3255 return 1;
3630 op = op->more; 3256 op = op->more;
3631 } 3257 }
3632 return 0; 3258 return 0;
3633} 3259}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3357 int i = 0, j = 0;
3732 3358
3733 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3742 3368
3743 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3744 return; 3370 return;
3745 3371
3746 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++);
3747 3373
3748 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3749 { 3375 {
3750 /* 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]); */
3751 return; 3377 return;
3752 } 3378 }
3753 3379
3819 { 3445 {
3820 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3447 object *skin;
3822 3448
3823 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 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
3825 if (skin == NULL) 3454 if (!skin)
3826 return; 3455 return;
3827 3456
3828 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3459 {
3875 * not readied. 3504 * not readied.
3876 */ 3505 */
3877void 3506void
3878player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3879{ 3508{
3880 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3881 3511
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3883 { 3513 pl->combat_ob = 0;
3514
3884 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3885 { 3516 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 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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