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Comparing deliantra/server/server/player.C (file contents):
Revision 1.39 by root, Thu Dec 14 14:23:09 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
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 156}
289 157
290/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
291static void 159static void
292set_first_map (object *op) 160set_first_map (object *op)
293{ 161{
294 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
295 op->x = -1; 163 op->x = -1;
296 op->y = -1; 164 op->y = -1;
297 enter_exit (op, NULL);
298} 165}
299 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 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
300/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
302 * mode. 385 * mode.
303 */ 386 */
304 387player *
305int 388player::create ()
306add_player (client_socket *ns)
307{ 389{
308 player *p = new player; 390 player *pl = new player;
309 391
310 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 393
313 p->next = first_player; 394 pl->ob->roll_stats ();
314 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
315 397
316 p = get_player (p);
317
318 set_first_map (p->ob); 398 set_first_map (pl->ob);
319 399
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 400 return pl;
328} 401}
329 402
330/* 403/*
331 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
341 { 414 {
342 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
343 at = first_archetype; 416 at = first_archetype;
344 else 417 else
345 at = at->next; 418 at = at->next;
419
346 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
347 return at; 421 return at;
422
348 if (at == start) 423 if (at == start)
349 { 424 {
350 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 426 exit (-1);
352 } 427 }
353 } 428 }
354} 429}
355 430
356
357object * 431object *
358get_nearest_player (object *mon) 432get_nearest_player (object *mon)
359{ 433{
360 object *op = NULL; 434 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 435 objectlink *ol;
363 unsigned lastdist; 436 unsigned lastdist;
364 rv_vector rv; 437 rv_vector rv;
365 438
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 440 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 448 object *tmp = ol->ob;
376 449
377 /* 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
378 * itself will have been cleared. 451 * itself will have been cleared.
379 */ 452 */
380 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 ());
381 ol = ol->next; 455 ol = ol->next;
382 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
383 if (!ol) 457 if (!ol)
384 return op; 458 return op;
385 } 459 }
398 { 472 {
399 op = ol->ob; 473 op = ol->ob;
400 lastdist = rv.distance; 474 lastdist = rv.distance;
401 } 475 }
402 } 476 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 477
404 { 478 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
409 { 481 {
410 op = pl->ob; 482 op = pl->ob;
411 lastdist = rv.distance; 483 lastdist = rv.distance;
412 } 484 }
413 } 485
414 }
415#if 0 486#if 0
416 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)");
417#endif 488#endif
418 return op; 489 return op;
419} 490}
437 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 510 * is probably not a good thing.
440 */ 511 */
441#define MAX_SPACES 50 512#define MAX_SPACES 50
442
443 513
444/* 514/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 548 x = mon->x;
479 y = mon->y; 549 y = mon->y;
480 m = mon->map; 550 m = mon->map;
481 dir = rv.direction; 551 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 556 if (diff > max)
486 return 0; 557 return 0;
558
487 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
488 { 560 {
489 lastx = x; 561 lastx = x;
490 lasty = y; 562 lasty = y;
491 lastmap = m; 563 lastmap = m;
573 max--; 645 max--;
574 lastdir = dir; 646 lastdir = dir;
575 if (!firstdir) 647 if (!firstdir)
576 firstdir = dir; 648 firstdir = dir;
577 } 649 }
650
578 if (diff <= 1) 651 if (diff <= 1)
579 { 652 {
580 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 654 * headed toward player for entire distance.
582 */ 655 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 658 }
659
586 if (diff > max) 660 if (diff > max)
587 return 0; 661 return 0;
588 } 662 }
663
589 /* 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 */
590 if (!max) 665 if (!max)
591 return 0; 666 return 0;
592 667
593 return firstdir; 668 return firstdir;
686 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
687 link_player_skills (pl); 762 link_player_skills (pl);
688} 763}
689 764
690void 765void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
775{ 767{
776 if (party == NULL) 768 if (party == NULL)
777 { 769 {
778 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);
779 return; 771 return;
780 } 772 }
773
781 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
784 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:");
785} 778}
786
787 779
788/* 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. */
789int 781static int
790roll_stat (void) 782roll_stat (void)
791{ 783{
792 int a[4], i, j, k; 784 int a[4], i, j, k;
793 785
794 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
796 788
797 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 790 if (a[i] < k)
799 k = a[i], j = i; 791 k = a[i], j = i;
800 792
801 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 794 if (i != j)
804 k += a[i]; 795 k += a[i];
805 } 796
806 return k; 797 return k;
807} 798}
808 799
809void 800void
810roll_stats (object *op) 801object::roll_stats ()
811{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
812 int sum = 0; 807 int sum = 0;
813 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
815 810
816 do 811 if (sum >= 82 && sum <= 116)
812 break;
817 { 813 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 814
829 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 817
838 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
839 do 819 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 820
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 821 stats.exp = 0;
874 op->stats.ac = 0; 822 stats.ac = 0;
875 823
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
885} 836}
886 837
887void 838void
888Roll_Again (object *op) 839object::swap_stats (int a, int b)
889{ 840{
890 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 842
895void 843 for (int i = 0; i < NUM_STATS; ++i)
896Swap_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)
897{ 870{
898 signed char tmp;
899 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
900 872
901 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 877}
1016 878
1017/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1021 * not the class. 883 * not the class.
1022 */ 884 */
1023 885void
1024int 886player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 887{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 890
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 892 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
1045 894
1046 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1048 897
1049 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1050 899
1051 if (op->msg) 900 if (ob->msg)
1052 op->msg = NULL; 901 ob->msg = 0;
1053 902
1054 /* 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
1055 * to save here. 904 * to save here.
1056 */ 905 */
906 {
907 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1059 911
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 912 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 915 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1068 fix_player (op); 917 ob->update_stats ();
1069 918
1070 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1071 * is one for this race 920 * is one for this race
1072 */ 921 */
1073 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1074 { 923 {
1075 object *tmp; 924 object *tmp;
1076 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1077 926
1078 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);
1079 tmp = object::create (); 928 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1083 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;
1084 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1085 * default initial map */ 934 * default initial map */
1086 tmp->destroy (); 935 tmp->destroy ();
1087 } 936 }
1088 else 937 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 939}
1092 return 0;
1093 }
1094 940
941void
942player::chargen_race_next ()
943{
1095 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1097 */ 946 */
1098 947
1099 tmp_loop = 0; 948 do
1100 while (!tmp_loop)
1101 { 949 {
1102 shstr name = op->name; 950 shstr name = ob->name;
1103 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1104 952
1105 remove_statbonus (op); 953 ob->remove_statbonus ();
1106 op->remove (); 954 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 957 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1112 op->x = x; 960 ob->x = x;
1113 op->y = y; 961 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 965 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 966 }
967 while (!allowed_class (ob));
1120 968
1121 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 971 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 974 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 975}
1183 976
1184void 977void
1185flee_player (object *op) 978flee_player (object *op)
1186{ 979{
1216 { 1009 {
1217 op->enemy = NULL; 1010 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1012 return;
1220 } 1013 }
1014
1221 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1222 1016
1223 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1225 { 1019 {
1226 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1227 1021
1228 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)))
1229 {
1230 return; 1023 return;
1231 }
1232 } 1024 }
1025
1233 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1028 op->enemy = NULL;
1236} 1029}
1237 1030
1238
1239/* 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.
1240 * 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
1241 * stop. 1033 * stop.
1242 */ 1034 */
1243int 1035int
1244check_pick (object *op) 1036check_pick (object *op)
1245{ 1037{
1246 object *tmp, *next; 1038 object *tmp, *next;
1247 int stop = 0; 1039 int stop = 0;
1248 int j, k, wvratio; 1040 int wvratio;
1249 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1250 1042
1251 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1253 return 1; 1045 return 1;
1254 1046
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1117 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1122 }
1123
1359 /* philosophy: 1124 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1129 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1383 * found object is returned.
1619 */ 1384 */
1620object * 1385object *
1621find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1622{ 1387{
1623 object *tmp = NULL; 1388 object *tmp = 0;
1624 1389
1625 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1626 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))
1627 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1629 return op; 1394 return op;
1395
1630 return tmp; 1396 return tmp;
1631} 1397}
1632 1398
1633/* 1399/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1404 */
1639
1640object * 1405object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1407{
1643 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1476 * op = the shooter
1712 * type = bow->race 1477 * type = bow->race
1713 * dir = fire direction 1478 * dir = fire direction
1714 */ 1479 */
1715
1716object * 1480object *
1717pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1718{ 1482{
1719 object *tmp = NULL; 1483 object *tmp = NULL;
1720 maptile *m; 1484 maptile *m;
1785 */ 1549 */
1786int 1550int
1787fire_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)
1788{ 1552{
1789 object *left, *bow; 1553 object *left, *bow;
1790 int bowspeed, mflags; 1554 int mflags;
1791 maptile *m; 1555 maptile *m;
1792 1556
1793 if (!dir) 1557 if (!dir)
1794 { 1558 {
1795 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!");
1796 return 0; 1560 return 0;
1797 } 1561 }
1798 if (op->type == PLAYER) 1562
1799 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1800 else 1565 else
1801 { 1566 {
1802 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1803 /* 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
1804 * 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.
1809 if (!bow) 1574 if (!bow)
1810 { 1575 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1577 return 0;
1813 } 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
1814 } 1587 }
1588
1815 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1816 { 1590 {
1817 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);
1818 return 0; 1592 return 0;
1819 } 1593 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1594
1829 if (arrow == NULL) 1595 if (arrow == NULL)
1830 { 1596 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1598 {
1833 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1834 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);
1835 /* 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 */
1836 else 1602 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1838 return 0; 1605 return 0;
1839 } 1606 }
1840 } 1607 }
1608
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1611 return 0;
1845 } 1612
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1614 {
1848 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.");
1849 return 0; 1616 return 0;
1850 } 1617 }
1856 return 0; 1623 return 0;
1857 } 1624 }
1858 1625
1859 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1628 if (!arrow)
1862 { 1629 {
1863 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);
1864 return 0; 1631 return 0;
1865 } 1632 }
1633
1866 arrow->set_owner (op); 1634 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1636 arrow->direction = dir;
1870 arrow->x = sx; 1637
1871 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;
1872 1675
1873 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1874 { 1677 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup_local (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1908 } 1685 }
1909 else 1686 else
1910 { 1687 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1688 arrow->level = op->level;
1913 } 1689 arrow->stats.wc -= bow->magic;
1914 1690
1915 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1916 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1917 1696
1918 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1699
1921 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1703
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1927 1706
1928 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1708 move_arrow (arrow);
1930 1709
1931 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1951{ 1730{
1952 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1953 1732
1954 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1955 { 1734 {
1956 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);
1957 } 1736 }
1958 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)
1959 { 1738 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1740 wcmod = -1;
1741
1962 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);
1963 } 1743 }
1964 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1965 { 1745 {
1966 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);
1970 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1751 {
1972 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);
1973 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);
1974 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);
1975
1976 } 1755 }
1977 else 1756 else
1978 { 1757 {
1979 /* Simple case */ 1758 /* Simple case */
1980 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);
1981 } 1760 }
1761
1982 return ret; 1762 return ret;
1983} 1763}
1984
1985 1764
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1988 */ 1767 */
1989void 1768void
1990fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1991{ 1770{
1992 object *item; 1771 object *item = op->contr->ranged_ob;
1993 1772
1994 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1995 { 1774 {
1996 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.");
1997 return; 1776 return;
1998 } 1777 }
1999 1778
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1779 if (!item->inv)
2002 { 1780 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1782 return;
2005 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2006 if (item->type == WAND) 1788 if (item->type == WAND)
2007 { 1789 {
2008 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2009 { 1791 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2012 return; 1795 return;
2013 } 1796 }
2014 } 1797 }
2015 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2016 { 1799 {
2017 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))
2018 { 1801 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2020 if (item->type == ROD) 1804 if (item->type == ROD)
2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1806 else
2023 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
2024 return; 1809 return;
2025 } 1810 }
2026 } 1811 }
2027 1812
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1821
2037 if (item->arch) 1822 if (item->arch)
2038 { 1823 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2041 item->speed = 0; 1826 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1827 }
1828
2044 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1831 }
2047 } 1832 }
2048 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1834 drain_rod_charge (item);
2051 }
2052 } 1835 }
2053} 1836}
2054 1837
2055/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2056 */ 1839 */
2061 1844
2062 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2064 make_visible (op); 1847 make_visible (op);
2065 1848
2066 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2067 { 1852 {
2068 case range_none: 1853 control_golem (op->contr->golem, dir);
2069 return; 1854 return;
1855 }
2070 1856
2071 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:
2072 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2073 return; 1869 break;
2074 1870
2075 case range_magic: /* Casting spells */ 1871 case SPELL:
2076 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);
2077 return; 1873 break;
2078 1874
2079 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:
2080 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2081 return; 1885 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1886 }
2109} 1887}
2110
2111
2112 1888
2113/* find_key 1889/* find_key
2114 * 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
2115 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1894 * pl is the player,
2119 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2122 */ 1898 */
2123
2124object * 1899object *
2125find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2126{ 1901{
2127 object *tmp, *key; 1902 object *tmp, *key;
2128 1903
2129 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1905 if (!container->inv)
2131 return NULL; 1906 return 0;
2132 1907
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1910 {
2136 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1912 break;
2138 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2140 */ 1915 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1917 break;
2143 } 1918 }
1919
2144 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1923 * a key, return
2148 */ 1924 */
2149 if (!tmp) 1925 if (!tmp)
2150 { 1926 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1928 {
2153 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1931 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2157 return key; 1933 return key;
2158 } 1934 }
2159 } 1935 }
1936
2160 if (!tmp) 1937 if (!tmp)
2161 return NULL; 1938 return NULL;
2162 } 1939 }
1940
2163 /* 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,
2164 * see if we actually want to use it 1942 * see if we actually want to use it
2165 */ 1943 */
2166 if (pl != container) 1944 if (pl != container)
2167 { 1945 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1968 return NULL;
2191 } 1969 }
2192 } 1970 }
1971
2193 return tmp; 1972 return tmp;
2194} 1973}
2195 1974
2196/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1978 * 0 otherwise
2200 */ 1979 */
2201static int 1980static int
2202player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2203{ 1982{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2208 */ 1986 */
2209 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2212 if (key) 1990 if (key)
2213 { 1991 {
2214 object *container = key->env; 1992 object *container = key->env;
2215 1993
2216 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
2217 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2218 make_visible (op); 1997 make_visible (op);
1998
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2221 if (door->type == DOOR) 2002 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2226 { 2005 {
2227 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));
2228 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2229 } 2008 }
2009
2230 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2233 if (container != op) 2013 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2235 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2236 } 2017 }
2237 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2238 { 2019 {
2239 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2022 return 1;
2242 } 2023 }
2024
2243 return 0; 2025 return 0;
2244} 2026}
2245 2027
2246/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2251 */ 2033 */
2252
2253void 2034void
2254move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2255{ 2036{
2256 object *tmp, *mon; 2037 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2038 int on_battleground;
2259 maptile *m; 2039 maptile *m;
2260 2040
2261 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2263 2043
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2265 2045
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2274 */ 2054 */
2275 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))
2276 { 2056 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2058 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2280 if (!m) 2060 if (!m)
2281 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2282 } 2062 }
2283 else 2063 else
2284 m = op->map; 2064 m = op->map;
2285 2065
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2067 return;
2290 }
2291 2068
2292 mon = NULL; 2069 mon = 0;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2073 * on the space
2297 */ 2074 */
2298 while (tmp != NULL) 2075 while (tmp)
2299 { 2076 {
2300 if (tmp == op) 2077 if (tmp == op)
2301 { 2078 {
2302 tmp = tmp->above; 2079 tmp = tmp->above;
2303 continue; 2080 continue;
2313 mon = tmp; 2090 mon = tmp;
2314 2091
2315 tmp = tmp->above; 2092 tmp = tmp->above;
2316 } 2093 }
2317 2094
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2096 return; /* into a wall */
2320 2097
2321 if (mon->head != NULL) 2098 if (mon->head)
2322 mon = mon->head; 2099 mon = mon->head;
2323 2100
2324 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))
2325 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2326 return; 2103 return;
2335 2112
2336 /* 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
2337 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2339 */ 2116 */
2340 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2120 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2122 {
2350 /* 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 */
2351 if (op->contr->braced) 2124 if (op->contr->braced)
2352 return; 2125 return;
2126
2353 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);
2354 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2130 make_visible (op);
2131
2357 return; 2132 return;
2358 } 2133 }
2359 2134
2360 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2362 * 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
2363 * attack them either. 2138 * attack them either.
2364 */ 2139 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2366 (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))
2367#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2368 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2144 && !on_battleground))
2370 && mon->contr->
2371 peaceful)) &&
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2145 {
2377 if (!op->contr->braced) 2146 if (!op->contr->braced)
2378 { 2147 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2381 } 2150 }
2382 else 2151 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2153
2386 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2155 make_visible (op);
2388 } 2156 }
2389 2157
2390 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2173 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2176 {
2410
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2417 { 2178 {
2179 op->contr->has_hit = 1;
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2419
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2181 }
2422 2182
2423 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2424 2184
2425 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2188 * the wiz.
2430 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))
2431 { 2191 {
2432 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2433 2193
2434 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2437 } 2197 }
2198
2438 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2439 make_visible (op); 2200 make_visible (op);
2440 } 2201 }
2441 } /* if player should attack something */ 2202 } /* if player should attack something */
2442} 2203}
2444int 2205int
2445move_player (object *op, int dir) 2206move_player (object *op, int dir)
2446{ 2207{
2447 int pick; 2208 int pick;
2448 2209
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2211 return 0;
2451 2212
2452 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2454 { 2215 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2217 return 0;
2457 } 2218 }
2458 2219
2459 /* peterm: added following line */ 2220 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2223
2463 op->facing = dir; 2224 op->facing = dir;
2464 2225
2465 if (op->hide) 2226 if (op->hide)
2466 do_hidden_move (op); 2227 do_hidden_move (op);
2477 2238
2478 /* 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
2479 * server can handle repeat firing. 2240 * server can handle repeat firing.
2480 */ 2241 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2243 op->direction = dir;
2484 }
2485 else 2244 else
2486 {
2487 op->direction = 0; 2245 op->direction = 0;
2488 } 2246
2489 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2249 * for players.
2492 */ 2250 */
2493 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2503 */ 2261 */
2504int 2262int
2505handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2506{ 2264{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2266 {
2529 flee_player (op); 2267 flee_player (op);
2268
2530 /* 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 */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2532 { 2271 {
2533 op->speed_left--; 2272 --op->speed_left;
2534 return 0; 2273 return 0;
2535 } 2274 }
2536 } 2275 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2276
2546 /* 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
2547 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2279 * called, so we recheck it here.
2549 */ 2280 */
2550 HandleClient (op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2282 return 1;
2553 2283
2284 if (op->speed_left > 0.f)
2285 {
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2287 {
2556 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2289 --op->speed_left;
2558 2290
2559 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2560 * 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
2561 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2562 */ 2294 */
2563 move_player (op, op->direction); 2295 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2296
2565 return 1; 2297 return op->speed_left > 0.f;
2566 else 2298 }
2567 return 0;
2568 } 2299 }
2300
2569 return 0; 2301 return 0;
2570} 2302}
2571 2303
2572int 2304int
2573save_life (object *op) 2305save_life (object *op)
2574{ 2306{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2308 return 0;
2579 2309
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2312 {
2583 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);
2584 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));
2585 2315
2593 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2594 2324
2595 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2596 op->stats.food = 999; 2326 op->stats.food = 999;
2597 2327
2598 fix_player (op); 2328 op->update_stats ();
2599 return 1; 2329 return 1;
2600 } 2330 }
2331
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2335 return 0;
2605} 2336}
2610 * from. 2341 * from.
2611 */ 2342 */
2612void 2343void
2613remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2614{ 2345{
2615 object *next;
2616
2617 while (op) 2346 while (op)
2618 { 2347 {
2619 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' */
2620 * we remove object 'op' 2349
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2351 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2630 } 2356 }
2631 else if (op->inv) 2357 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2633 op = next; 2360 op = next;
2634 } 2361 }
2635} 2362}
2636
2637 2363
2638/* 2364/*
2639 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2381 else
2656 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2385 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2660 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);
2661 else 2388 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2392 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2666 { 2394 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2397 strcat (buf2, buf);
2670 } 2398 }
2399
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2674 return buf2; 2404 return buf2;
2675} 2405}
2676
2677
2678 2406
2679void 2407void
2680do_some_living (object *op) 2408do_some_living (object *op)
2681{ 2409{
2682 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2688 int rate_grace = 2000; 2416 int rate_grace = 2000;
2689 const int max_hp = 1; 2417 const int max_hp = 1;
2690 const int max_sp = 1; 2418 const int max_sp = 1;
2691 const int max_grace = 1; 2419 const int max_grace = 1;
2692 2420
2693 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2694 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]);
2698 } 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 }
2699 2439
2700 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2701 { 2441 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2446 else
2708 { 2447 {
2709 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2450 }
2451
2712 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2454 else
2715 { 2455 {
2716 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2458 }
2459
2719 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2462 else
2722 { 2463 {
2723 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2724 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2725 } 2466 }
2726 2467
2727 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2728 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2729 { 2470 {
2730 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);
2731 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2732 { 2473 {
2733 op->stats.sp++; 2474 op->stats.sp++;
2739 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2482 op->stats.food = last_food;
2742 } 2483 }
2743 } 2484 }
2485
2744 if (max_sp > 1) 2486 if (max_sp > 1)
2745 { 2487 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2489 if (over_sp > 0)
2748 { 2490 {
2749 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2750 { 2492 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2752 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))
2753 op->stats.sp--; 2496 op->stats.sp--;
2497
2754 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2756 } 2500 }
2757 op->last_sp = 0; 2501 op->last_sp = 0;
2758 } 2502 }
2759 else 2503 else
2760 {
2761 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);
2762 }
2763 } 2505 }
2764 else 2506 else
2765 {
2766 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);
2767 }
2768 } 2508 }
2769 2509
2770 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2773 { 2513 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2776 if (max_grace > 1) 2517 if (max_grace > 1)
2777 { 2518 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2520 if (over_grace > 0)
2780 { 2521 {
2808 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2551 op->stats.food = last_food;
2811 } 2552 }
2812 } 2553 }
2554
2813 if (max_hp > 1) 2555 if (max_hp > 1)
2814 { 2556 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2558 if (over_hp > 0)
2817 { 2559 {
2830 } 2572 }
2831 2573
2832 /* Digestion */ 2574 /* Digestion */
2833 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2834 { 2576 {
2835#ifdef COZY_SERVER
2836 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2837 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2838#else
2839 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;
2840#endif
2841 2578
2842 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2581 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2846 /* dms do not consume food */ 2584 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2586 op->stats.food--;
2849 } 2587 }
2850 }
2851 2588
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2590 {
2854 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2855 2592
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 { 2594 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2602 break;
2866 } 2603 }
2867 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2868 flesh = tmp; 2605 flesh = tmp;
2869 } /* End if paid for object */ 2606 } /* End if paid for object */
2870 } /* end of for loop */ 2607 } /* end of for loop */
2608
2871 /* 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
2872 * eat flesh instead. 2610 * eat flesh instead.
2873 */ 2611 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2613 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2878 } 2616 }
2879 } /* end if player is starving */ 2617 }
2880 2618
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2883 2621
2884 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))
2885 kill_player (op); 2623 kill_player (op);
2624 }
2886} 2625}
2887
2888
2889 2626
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2630 * file.
2923 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!");
2924 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...");
2925 2662
2926 /* restore player */ 2663 /* restore player */
2927 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2666 {
2931 tmp->destroy (); 2667 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2669 }
2934 2670
2935 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2673 {
2939 tmp->destroy (); 2674 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2676 }
2942 2677
2944 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2681 op->stats.food = 999;
2947 2682
2948 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2685 {
2952 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2687 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2691 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2960 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2695 }
2963 2696
2964 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2699 op->contr->braced = 0;
2971 2704
2972 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2973 2706
2974 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2975 { 2708 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2985 } 2711 }
2986 else 2712 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
2996 } 2714
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2716
2999 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3000 x = op->x; 2718 x = op->x;
3001 y = op->y; 2719 y = op->y;
3002 map = op->map; 2720 map = op->map;
3003 2721
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2725 */
3011 2726
3012 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2729 * of death.
3015 */ 2730 */
3016#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3018 { 2733 {
3019 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2736 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2739 little bit harder. */
3025 /* GD */ 2740 /* GD */
3026 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2742 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2743 else
3032 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3033 num_stats_lose = 1; 2747 num_stats_lose = 1;
3034 } 2748
3035 lost_a_stat = 0; 2749 lost_a_stat = 0;
3036 2750
3037 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3038 { 2752 {
3039 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3040 2754
3041 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3042 { 2756 {
3043 /* 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
3044 * what he lost. 2758 * what he lost.
3045 */ 2759 */
3046 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 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);
3052 } 2778 }
3053 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3054 { 2781 {
3055 /* deplete a stat */ 2782 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3057 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3058 2785 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2786 {
3062 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3064 } 2789
3065 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 if (this_stat < 0) 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)
3072 { 2796 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2797 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2799 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2800 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2801 else
3107 if (this_stat >= -50)
3108 { 2802 {
3109 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 lost_a_stat = 1; 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"); */
3114 } 2808 }
3115 } 2809 }
3116 } 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 }
3117 } 2829 }
2830 }
2831 }
3118 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2833 if (!lost_a_stat)
3120 { 2834 {
3121 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3124 2838
3125 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3126 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3127 else 2841 else
3128 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.");
3129 } 2843 }
3130#else 2844#else
3131 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.");
3132#endif 2846#endif
3133 2847
3134 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2849 * exp loss on the stone.
3136 */ 2850 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2853 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3142 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3143 tmp->msg = buf; 2857 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2860
3147 /**************************************/ 2861 /**************************************/
3148 /* */ 2862 /* */
3149 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3152 /* */ 2866 /* */
3153 /**************************************/ 2867 /**************************************/
3154 2868
3155 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2870 /* restore player */
3157 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3159 2873
3160 if (tmp) 2874 if (tmp)
3161 { 2875 {
3162 tmp->destroy (); 2876 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2878 }
3165 2879
3166 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2882 if (tmp)
3169 { 2883 {
3170 tmp->destroy (); 2884 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2886 }
3173 2887
3174 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3175 2889
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3179 op->stats.food = 900; 2893 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2897
3184 /* 2898 /*
3185 * 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
3186 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3187 * in the map. 2901 */
3188 */
3189
3190 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3192 2903
3193 /****************************************/ 2904 /****************************************/
3194 /* */ 2905 /* */
3195 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3197 /* */ 2908 /* */
3198 /****************************************/ 2909 /****************************************/
3199 2910
3200 enter_player_savebed (op); 2911 enter_player_savebed (op);
3201 2912
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2913 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2914
3208 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2918 * on the space that might harm the player.
3212 */ 2919 */
3213 will_kill_again = 0; 2920 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3217 2924
3218 if (will_kill_again) 2925 if (will_kill_again)
3219 { 2926 {
3220 object *force; 2927 object *force;
3221 int at; 2928 int at;
3222 2929
3223 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2932 force->speed = 0.1f;
3226 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3227 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2937 force->resist[at] = 100;
3231 2938
3232 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3233 fix_player (op); 2940 op->update_stats ();
3234 2941
3235 } 2942 }
3236 2943
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2945}
3306
3307 2946
3308void 2947void
3309loot_object (object *op) 2948loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3312 2951
3313 if (op->container) 2952 op->close_container (); /* close open sack first */
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container);
3316 }
3317 2953
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3319 { 2955 {
3320 next = tmp->below; 2956 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3322 continue; 2959 continue;
2960
3323 tmp->remove (); 2961 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3325 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3327 loot_object (tmp); 2966
3328 }
3329 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))))
3330 { 2968 {
3331 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3332 { 2970 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 tmp2->destroy (); 2972 tmp2->destroy ();
3345/* 2983/*
3346 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3347 * 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
3348 * was changed. 2986 * was changed.
3349 */ 2987 */
3350
3351void 2988void
3352fix_weight (void) 2989fix_weight (void)
3353{ 2990{
3354 player *pl; 2991 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 2992 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 2994
3360 if (old == sum) 2995 if (old == sum)
3361 continue; 2996 continue;
3362 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3363 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);
3364 } 2999 }
3365} 3000}
3366 3001
3367void 3002void
3368fix_luck (void) 3003fix_luck (void)
3369{ 3004{
3370 player *pl; 3005 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3375} 3008}
3376
3377 3009
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3381 */ 3013 */
3382
3383void 3014void
3384cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3385{ 3016{
3386 object *skop, *spob; 3017 object *skop, *spob;
3387 3018
3421 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3422 { 3053 {
3423 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3424 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3425 } 3056 }
3057
3426 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3427} 3059}
3428 3060
3429int 3061int
3430is_true_undead (object *op) 3062is_true_undead (object *op)
3431{ 3063{
3432 object *tmp = NULL;
3433
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3065 return 1;
3436 3066
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3067 return 0;
3443} 3068}
3444 3069
3445/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3502 3127
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3129
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3509 { 3133 {
3510 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!");
3511 make_visible (op); 3135 make_visible (op);
3512 return; 3136 return;
3513 } 3137 }
3514 else 3138 else
3515 num += 20; 3139 num += 20;
3516 } 3140
3517 num += op->map->difficulty; 3141 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3143 num -= hide;
3144
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3146 {
3522 make_visible (op); 3147 make_visible (op);
3523 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3524 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!");
3525 } 3150 }
3526 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3153}
3531 3154
3532/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3533 3156
3534int 3157int
3561 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3562 continue; 3185 continue;
3563 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)))
3564 continue; 3187 continue;
3565 3188
3566 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)
3567 { 3190 {
3568 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))
3569 return 1; 3192 return 1;
3570 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3571 { 3194 {
3601 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3602 { 3225 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3227 return -1;
3605 } 3228 }
3229
3606 if (!pl || !op) 3230 if (!pl || !op)
3607 return 0; 3231 return 0;
3608 3232
3609 if (op->head)
3610 {
3611 op = op->head; 3233 op = op->head_ ();
3612 } 3234
3613 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3614 3236
3615 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3238 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3625 3247
3626 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3250 * for any meaningful values.
3629 */ 3251 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3255 return 1;
3634 op = op->more; 3256 op = op->more;
3635 } 3257 }
3636 return 0; 3258 return 0;
3637} 3259}
3734 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3735 int i = 0, j = 0; 3357 int i = 0, j = 0;
3736 3358
3737 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3738 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3739 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3740 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3741 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3742 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3743 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3744 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3745 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3746 3368
3747 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3748 return; 3370 return;
3749 3371
3750 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++);
3751 3373
3752 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3753 { 3375 {
3754 /* 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]); */
3755 return; 3377 return;
3756 } 3378 }
3757 3379
3823 { 3445 {
3824 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3447 object *skin;
3826 3448
3827 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3829 if (skin == NULL) 3454 if (!skin)
3830 return; 3455 return;
3831 3456
3832 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3459 {
3879 * not readied. 3504 * not readied.
3880 */ 3505 */
3881void 3506void
3882player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3883{ 3508{
3884 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3885 3511
3886 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3887 { 3513 pl->combat_ob = 0;
3514
3888 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3889 { 3516 pl->ranged_ob = 0;
3890 pl->ranges[i] = NULL;
3891 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none;
3894 }
3895 }
3896 }
3897} 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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