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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 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 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
82 int comp; 44 int comp;
83 int size; 45 int size;
84 46
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 49 return;
89 } 50
90 motd[0] = '\0'; 51 motd[0] = '\0';
91 size = 0; 52 size = 0;
53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
58
96 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 60 size += strlen (buf);
98 } 61 }
62
99 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);
100 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
101} 65}
102 66
103void 67void
109 int comp; 73 int comp;
110 int size; 74 int size;
111 75
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 78 return;
116 } 79
117 rules[0] = '\0'; 80 rules[0] = '\0';
118 size = 0; 81 size = 0;
82
119 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
120 { 84 {
121 if (*buf == '#') 85 if (*buf == '#')
122 continue; 86 continue;
87
123 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
124 { 89 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 91 break;
127 } 92 }
93
128 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 95 size += strlen (buf);
130 } 96 }
97
131 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);
132 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
133} 100}
134 101
135void 102void
143 int size; 110 int size;
144 111
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 114 return;
115
148 news[0] = '\0'; 116 news[0] = '\0';
149 subject[0] = '\0'; 117 subject[0] = '\0';
150 size = 0; 118 size = 0;
119
151 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
152 { 121 {
153 if (*buf == '#') 122 if (*buf == '#')
154 continue; 123 continue;
124
155 if (*buf == '%') 125 if (*buf == '%')
156 { /* send one news */ 126 { /* send one news */
157 if (size > 0) 127 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
160 strip_endline (subject); 131 strip_endline (subject);
161 size = 0; 132 size = 0;
162 news[0] = '\0'; 133 news[0] = '\0';
163 } 134 }
172 size += strlen (buf); 143 size += strlen (buf);
173 } 144 }
174 } 145 }
175 146
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
179} 150}
180 151
181int 152float
182playername_ok (const char *cp) 153player::weapon_speed () const
183{ 154{
184 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 156}
288 157
289/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
290static void 159static void
291set_first_map (object *op) 160set_first_map (object *op)
292{ 161{
293 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
294 op->x = -1; 163 op->x = -1;
295 op->y = -1; 164 op->y = -1;
296 enter_exit (op, NULL);
297} 165}
298 166
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
299/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
300 * 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
301 * mode. 385 * mode.
302 */ 386 */
303 387player *
304int 388player::create ()
305add_player (client *ns)
306{ 389{
307 player *p = new player; 390 player *pl = new player;
308 391
309 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 393
312 p->next = first_player; 394 pl->ob->roll_stats ();
313 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
314 397
315 p = get_player (p);
316
317 set_first_map (p->ob); 398 set_first_map (pl->ob);
318 399
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 400 return pl;
327} 401}
328 402
329/* 403/*
330 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
340 { 414 {
341 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
342 at = first_archetype; 416 at = first_archetype;
343 else 417 else
344 at = at->next; 418 at = at->next;
419
345 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
346 return at; 421 return at;
422
347 if (at == start) 423 if (at == start)
348 { 424 {
349 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 426 exit (-1);
351 } 427 }
352 } 428 }
353} 429}
354 430
355
356object * 431object *
357get_nearest_player (object *mon) 432get_nearest_player (object *mon)
358{ 433{
359 object *op = NULL; 434 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 435 objectlink *ol;
362 unsigned lastdist; 436 unsigned lastdist;
363 rv_vector rv; 437 rv_vector rv;
364 438
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 440 {
367 /* 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
368 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 448 object *tmp = ol->ob;
375 449
376 /* 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
377 * itself will have been cleared. 451 * itself will have been cleared.
378 */ 452 */
379 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 ());
380 ol = ol->next; 455 ol = ol->next;
381 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
382 if (!ol) 457 if (!ol)
383 return op; 458 return op;
384 } 459 }
397 { 472 {
398 op = ol->ob; 473 op = ol->ob;
399 lastdist = rv.distance; 474 lastdist = rv.distance;
400 } 475 }
401 } 476 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 477
403 { 478 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
408 { 481 {
409 op = pl->ob; 482 op = pl->ob;
410 lastdist = rv.distance; 483 lastdist = rv.distance;
411 } 484 }
412 } 485
413 }
414#if 0 486#if 0
415 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)");
416#endif 488#endif
417 return op; 489 return op;
418} 490}
436 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 510 * is probably not a good thing.
439 */ 511 */
440#define MAX_SPACES 50 512#define MAX_SPACES 50
441
442 513
443/* 514/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
477 x = mon->x; 548 x = mon->x;
478 y = mon->y; 549 y = mon->y;
479 m = mon->map; 550 m = mon->map;
480 dir = rv.direction; 551 dir = rv.direction;
481 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 */
482 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
483 /* 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. */
484 if (diff > max) 556 if (diff > max)
485 return 0; 557 return 0;
558
486 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
487 { 560 {
488 lastx = x; 561 lastx = x;
489 lasty = y; 562 lasty = y;
490 lastmap = m; 563 lastmap = m;
572 max--; 645 max--;
573 lastdir = dir; 646 lastdir = dir;
574 if (!firstdir) 647 if (!firstdir)
575 firstdir = dir; 648 firstdir = dir;
576 } 649 }
650
577 if (diff <= 1) 651 if (diff <= 1)
578 { 652 {
579 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 654 * headed toward player for entire distance.
581 */ 655 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 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));
584 } 658 }
659
585 if (diff > max) 660 if (diff > max)
586 return 0; 661 return 0;
587 } 662 }
663
588 /* 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 */
589 if (!max) 665 if (!max)
590 return 0; 666 return 0;
591 667
592 return firstdir; 668 return firstdir;
685 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
686 link_player_skills (pl); 762 link_player_skills (pl);
687} 763}
688 764
689void 765void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
774{ 767{
775 if (party == NULL) 768 if (party == NULL)
776 { 769 {
777 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);
778 return; 771 return;
779 } 772 }
773
780 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
783 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:");
784} 778}
785
786 779
787/* 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. */
788int 781static int
789roll_stat (void) 782roll_stat (void)
790{ 783{
791 int a[4], i, j, k; 784 int a[4], i, j, k;
792 785
793 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
795 788
796 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 790 if (a[i] < k)
798 k = a[i], j = i; 791 k = a[i], j = i;
799 792
800 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 794 if (i != j)
803 k += a[i]; 795 k += a[i];
804 } 796
805 return k; 797 return k;
806} 798}
807 799
808void 800void
809roll_stats (object *op) 801object::roll_stats ()
810{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
811 int sum = 0; 807 int sum = 0;
812 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
814 810
815 do 811 if (sum >= 82 && sum <= 116)
812 break;
816 { 813 }
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 }
826 while (sum < 82 || sum > 116);
827 814
828 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 817
837 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
838 do 819 stats.stat (i) = statsort [i];
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853 820
854 op->stats.Str = statsort[0];
855 op->stats.Dex = statsort[1];
856 op->stats.Con = statsort[2];
857 op->stats.Int = statsort[3];
858 op->stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6];
861
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 821 stats.exp = 0;
873 op->stats.ac = 0; 822 stats.ac = 0;
874 823
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
882 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
883 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
884} 836}
885 837
886void 838void
887Roll_Again (object *op) 839object::swap_stats (int a, int b)
888{ 840{
889 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
892}
893 842
894void 843 for (int i = 0; i < NUM_STATS; ++i)
895Swap_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)
896{ 870{
897 signed char tmp;
898 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
899 872
900 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 877}
1015 878
1016/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1020 * not the class. 883 * not the class.
1021 */ 884 */
1022 885void
1023int 886player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 887{
1026 int tmp_loop;
1027
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D')
1035 {
1036 char buf[MAX_BUF];
1037
1038 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 890
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 892 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
1044 894
1045 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1047 897
1048 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1049 899
1050 if (op->msg) 900 if (ob->msg)
1051 op->msg = NULL; 901 ob->msg = 0;
1052 902
1053 /* 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
1054 * to save here. 904 * to save here.
1055 */ 905 */
906 {
907 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1058 911
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 912 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 915 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1067 fix_player (op); 917 ob->update_stats ();
1068 918
1069 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1070 * is one for this race 920 * is one for this race
1071 */ 921 */
1072 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1073 { 923 {
1074 object *tmp; 924 object *tmp;
1075 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1076 926
1077 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);
1078 tmp = object::create (); 928 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1082 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;
1083 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1084 * default initial map */ 934 * default initial map */
1085 tmp->destroy (); 935 tmp->destroy ();
1086 } 936 }
1087 else 937 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 939}
1091 return 0;
1092 }
1093 940
941void
942player::chargen_race_next ()
943{
1094 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1096 */ 946 */
1097 947
1098 tmp_loop = 0; 948 do
1099 while (!tmp_loop)
1100 { 949 {
1101 shstr name = op->name; 950 shstr name = ob->name;
1102 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1103 952
1104 remove_statbonus (op); 953 ob->remove_statbonus ();
1105 op->remove (); 954 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 957 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1111 op->x = x; 960 ob->x = x;
1112 op->y = y; 961 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 965 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 966 }
967 while (!allowed_class (ob));
1119 968
1120 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 971 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 974 ob->stats.grace = 0;
1126
1127 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 975}
1182 976
1183void 977void
1184flee_player (object *op) 978flee_player (object *op)
1185{ 979{
1215 { 1009 {
1216 op->enemy = NULL; 1010 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1012 return;
1219 } 1013 }
1014
1220 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1221 1016
1222 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1224 { 1019 {
1225 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1226 1021
1227 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)))
1228 {
1229 return; 1023 return;
1230 }
1231 } 1024 }
1025
1232 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1028 op->enemy = NULL;
1235} 1029}
1236 1030
1237
1238/* 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.
1239 * 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
1240 * stop. 1033 * stop.
1241 */ 1034 */
1242int 1035int
1243check_pick (object *op) 1036check_pick (object *op)
1244{ 1037{
1245 object *tmp, *next; 1038 object *tmp, *next;
1246 int stop = 0; 1039 int stop = 0;
1247 int j, k, wvratio; 1040 int wvratio;
1248 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1249 1042
1250 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1252 return 1; 1045 return 1;
1253 1046
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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))));
1324 else 1117 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &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
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1122 }
1123
1358 /* philosophy: 1124 /* philosophy:
1359 * 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
1360 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1362 * 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
1363 * example. 1129 * example.
1364 * 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
1365 * 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
1366 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1383 * found object is returned.
1618 */ 1384 */
1619object * 1385object *
1620find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1621{ 1387{
1622 object *tmp = NULL; 1388 object *tmp = 0;
1623 1389
1624 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1625 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))
1626 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1628 return op; 1394 return op;
1395
1629 return tmp; 1396 return tmp;
1630} 1397}
1631 1398
1632/* 1399/*
1633 * 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
1634 * 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
1635 * 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
1636 * 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.
1637 */ 1404 */
1638
1639object * 1405object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1407{
1642 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1709 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1476 * op = the shooter
1711 * type = bow->race 1477 * type = bow->race
1712 * dir = fire direction 1478 * dir = fire direction
1713 */ 1479 */
1714
1715object * 1480object *
1716pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1717{ 1482{
1718 object *tmp = NULL; 1483 object *tmp = NULL;
1719 maptile *m; 1484 maptile *m;
1784 */ 1549 */
1785int 1550int
1786fire_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)
1787{ 1552{
1788 object *left, *bow; 1553 object *left, *bow;
1789 int bowspeed, mflags; 1554 int mflags;
1790 maptile *m; 1555 maptile *m;
1791 1556
1792 if (!dir) 1557 if (!dir)
1793 { 1558 {
1794 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!");
1795 return 0; 1560 return 0;
1796 } 1561 }
1797 if (op->type == PLAYER) 1562
1798 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1799 else 1565 else
1800 { 1566 {
1801 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1802 /* 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
1803 * 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.
1808 if (!bow) 1574 if (!bow)
1809 { 1575 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1577 return 0;
1812 } 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
1813 } 1587 }
1588
1814 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1815 { 1590 {
1816 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);
1817 return 0; 1592 return 0;
1818 } 1593 }
1819
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821
1822 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1825 if (bowspeed < 1)
1826 bowspeed = 1;
1827 1594
1828 if (arrow == NULL) 1595 if (arrow == NULL)
1829 { 1596 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1598 {
1832 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1833 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);
1834 /* 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 */
1835 else 1602 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1837 return 0; 1605 return 0;
1838 } 1606 }
1839 } 1607 }
1608
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1611 return 0;
1844 } 1612
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1614 {
1847 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.");
1848 return 0; 1616 return 0;
1849 } 1617 }
1855 return 0; 1623 return 0;
1856 } 1624 }
1857 1625
1858 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1628 if (!arrow)
1861 { 1629 {
1862 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);
1863 return 0; 1631 return 0;
1864 } 1632 }
1633
1865 arrow->set_owner (op); 1634 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1636 arrow->direction = dir;
1869 arrow->x = sx; 1637
1870 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;
1871 1675
1872 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1873 { 1677 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op);
1876 }
1877
1878 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam;
1881 arrow->stats.grace = arrow->attacktype;
1882 if (arrow->slaying != NULL)
1883 arrow->spellarg = strdup (arrow->slaying);
1884
1885 /* Note that this was different for monsters - they got their level
1886 * added to the damage. I think the strength bonus is more proper.
1887 */
1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890
1891 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894
1895 if (arrow->speed < 1.0)
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0;
1899
1900 if (op->type == PLAYER)
1901 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1904 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1905
1906 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;
1907 } 1685 }
1908 else 1686 else
1909 { 1687 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1688 arrow->level = op->level;
1912 } 1689 arrow->stats.wc -= bow->magic;
1913 1690
1914 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1915 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1916 1696
1917 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1699
1920 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1703
1924 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);
1925 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1926 1706
1927 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1708 move_arrow (arrow);
1929 1709
1930 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1950{ 1730{
1951 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1952 1732
1953 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1954 { 1734 {
1955 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);
1956 } 1736 }
1957 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)
1958 { 1738 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1740 wcmod = -1;
1741
1961 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);
1962 } 1743 }
1963 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1964 { 1745 {
1965 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);
1969 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1751 {
1971 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);
1972 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);
1973 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);
1974
1975 } 1755 }
1976 else 1756 else
1977 { 1757 {
1978 /* Simple case */ 1758 /* Simple case */
1979 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);
1980 } 1760 }
1761
1981 return ret; 1762 return ret;
1982} 1763}
1983
1984 1764
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1987 */ 1767 */
1988void 1768void
1989fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1990{ 1770{
1991 object *item; 1771 object *item = op->contr->ranged_ob;
1992 1772
1993 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1994 { 1774 {
1995 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.");
1996 return; 1776 return;
1997 } 1777 }
1998 1778
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1779 if (!item->inv)
2001 { 1780 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1782 return;
2004 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2005 if (item->type == WAND) 1788 if (item->type == WAND)
2006 { 1789 {
2007 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2008 { 1791 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2010 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
2011 return; 1795 return;
2012 } 1796 }
2013 } 1797 }
2014 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2015 { 1799 {
2016 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))
2017 { 1801 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2019 if (item->type == ROD) 1804 if (item->type == ROD)
2020 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));
2021 else 1806 else
2022 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
2023 return; 1809 return;
2024 } 1810 }
2025 } 1811 }
2026 1812
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2035 1821
2036 if (item->arch) 1822 if (item->arch)
2037 { 1823 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2040 item->speed = 0; 1826 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1827 }
1828
2043 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1831 }
2046 } 1832 }
2047 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1834 drain_rod_charge (item);
2050 }
2051 } 1835 }
2052} 1836}
2053 1837
2054/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2055 */ 1839 */
2060 1844
2061 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2063 make_visible (op); 1847 make_visible (op);
2064 1848
2065 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2066 { 1852 {
2067 case range_none: 1853 control_golem (op->contr->golem, dir);
2068 return; 1854 return;
1855 }
2069 1856
2070 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:
2071 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2072 return; 1869 break;
2073 1870
2074 case range_magic: /* Casting spells */ 1871 case SPELL:
2075 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);
2076 return; 1873 break;
2077 1874
2078 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:
2079 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2080 return; 1885 break;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return;
2098 }
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
2104 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return;
2107 } 1886 }
2108} 1887}
2109
2110
2111 1888
2112/* find_key 1889/* find_key
2113 * 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
2114 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1894 * pl is the player,
2118 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2121 */ 1898 */
2122
2123object * 1899object *
2124find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2125{ 1901{
2126 object *tmp, *key; 1902 object *tmp, *key;
2127 1903
2128 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1905 if (!container->inv)
2130 return NULL; 1906 return 0;
2131 1907
2132 /* 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 */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1910 {
2135 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1912 break;
2137 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2139 */ 1915 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1917 break;
2142 } 1918 }
1919
2143 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2144 /* 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.
2145 * 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
2146 * a key, return 1923 * a key, return
2147 */ 1924 */
2148 if (!tmp) 1925 if (!tmp)
2149 { 1926 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1928 {
2152 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1931 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2156 return key; 1933 return key;
2157 } 1934 }
2158 } 1935 }
1936
2159 if (!tmp) 1937 if (!tmp)
2160 return NULL; 1938 return NULL;
2161 } 1939 }
1940
2162 /* 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,
2163 * see if we actually want to use it 1942 * see if we actually want to use it
2164 */ 1943 */
2165 if (pl != container) 1944 if (pl != container)
2166 { 1945 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "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));
2189 return NULL; 1968 return NULL;
2190 } 1969 }
2191 } 1970 }
1971
2192 return tmp; 1972 return tmp;
2193} 1973}
2194 1974
2195/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1978 * 0 otherwise
2199 */ 1979 */
2200static int 1980static int
2201player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2202{ 1982{
2203
2204 /* 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,
2205 * 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 -
2206 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2207 */ 1986 */
2208 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2211 if (key) 1990 if (key)
2212 { 1991 {
2213 object *container = key->env; 1992 object *container = key->env;
2214 1993
2215 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
2216 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2217 make_visible (op); 1997 make_visible (op);
1998
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2220 if (door->type == DOOR) 2002 if (door->type == DOOR)
2221 {
2222 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 */
2223 }
2224 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2225 { 2005 {
2226 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));
2227 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2228 } 2008 }
2009
2229 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2232 if (container != op) 2013 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2234 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2235 } 2017 }
2236 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2237 { 2019 {
2238 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2022 return 1;
2241 } 2023 }
2024
2242 return 0; 2025 return 0;
2243} 2026}
2244 2027
2245/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2250 */ 2033 */
2251
2252void 2034void
2253move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2254{ 2036{
2255 object *tmp, *mon; 2037 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2038 int on_battleground;
2258 maptile *m; 2039 maptile *m;
2259 2040
2260 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2262 2043
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2264 2045
2265 /* 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
2266 * 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
2267 * 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
2268 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2273 */ 2054 */
2274 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))
2275 { 2056 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2058 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2279 if (!m) 2060 if (!m)
2280 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2281 } 2062 }
2282 else 2063 else
2283 m = op->map; 2064 m = op->map;
2284 2065
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2067 return;
2289 }
2290 2068
2291 mon = NULL; 2069 mon = 0;
2292 /* 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
2293 * 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.
2294 * 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
2295 * on the space 2073 * on the space
2296 */ 2074 */
2297 while (tmp != NULL) 2075 while (tmp)
2298 { 2076 {
2299 if (tmp == op) 2077 if (tmp == op)
2300 { 2078 {
2301 tmp = tmp->above; 2079 tmp = tmp->above;
2302 continue; 2080 continue;
2312 mon = tmp; 2090 mon = tmp;
2313 2091
2314 tmp = tmp->above; 2092 tmp = tmp->above;
2315 } 2093 }
2316 2094
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2096 return; /* into a wall */
2319 2097
2320 if (mon->head != NULL) 2098 if (mon->head)
2321 mon = mon->head; 2099 mon = mon->head;
2322 2100
2323 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))
2324 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2325 return; 2103 return;
2334 2112
2335 /* 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
2336 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2338 */ 2116 */
2339 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2120 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2122 {
2349 /* 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 */
2350 if (op->contr->braced) 2124 if (op->contr->braced)
2351 return; 2125 return;
2126
2352 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);
2353 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2130 make_visible (op);
2131
2356 return; 2132 return;
2357 } 2133 }
2358 2134
2359 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2361 * 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
2362 * attack them either. 2138 * attack them either.
2363 */ 2139 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2365 (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))
2366#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2367 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2144 && !on_battleground))
2369 && mon->contr->
2370 peaceful)) &&
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2145 {
2376 if (!op->contr->braced) 2146 if (!op->contr->braced)
2377 { 2147 {
2378 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);
2379 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2380 } 2150 }
2381 else 2151 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2153
2385 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2155 make_visible (op);
2387 } 2156 }
2388 2157
2389 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2400 * 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
2401 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2402 * 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
2403 * 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.
2404 */ 2173 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((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)))
2408 { 2176 {
2409
2410 /* If the player hasn't hit something this tick, and does
2411 * so, give them speed boost based on weapon speed. Doing
2412 * it here is better than process_players2, which basically
2413 * incurred a 1 tick offset.
2414 */
2415 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2416 { 2178 {
2179 op->contr->has_hit = 1;
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2418
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2181 }
2421 2182
2422 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2423 2184
2424 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2188 * the wiz.
2429 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))
2430 { 2191 {
2431 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2432 2193
2433 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2436 } 2197 }
2198
2437 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2438 make_visible (op); 2200 make_visible (op);
2439 } 2201 }
2440 } /* if player should attack something */ 2202 } /* if player should attack something */
2441} 2203}
2443int 2205int
2444move_player (object *op, int dir) 2206move_player (object *op, int dir)
2445{ 2207{
2446 int pick; 2208 int pick;
2447 2209
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2211 return 0;
2450 2212
2451 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2453 { 2215 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2217 return 0;
2456 } 2218 }
2457 2219
2458 /* peterm: added following line */ 2220 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2223
2462 op->facing = dir; 2224 op->facing = dir;
2463 2225
2464 if (op->hide) 2226 if (op->hide)
2465 do_hidden_move (op); 2227 do_hidden_move (op);
2476 2238
2477 /* 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
2478 * server can handle repeat firing. 2240 * server can handle repeat firing.
2479 */ 2241 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2243 op->direction = dir;
2483 }
2484 else 2244 else
2485 {
2486 op->direction = 0; 2245 op->direction = 0;
2487 } 2246
2488 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2249 * for players.
2491 */ 2250 */
2492 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2501 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2502 */ 2261 */
2503int 2262int
2504handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2505{ 2264{
2506 if (op->contr->hidden)
2507 {
2508 op->invisible = 1000;
2509 /* the socket code flashes the player visible/invisible
2510 * depending on the value of invisible, so we need to
2511 * alternate it here for it to work correctly.
2512 */
2513 if (pticks & 2)
2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2519 if (!op->invisible)
2520 {
2521 make_visible (op);
2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 }
2524 }
2525
2526 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2266 {
2528 flee_player (op); 2267 flee_player (op);
2268
2529 /* 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 */
2530 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2531 { 2271 {
2532 op->speed_left--; 2272 --op->speed_left;
2533 return 0; 2273 return 0;
2534 } 2274 }
2535 } 2275 }
2536
2537 /* I've been seeing crashes where the golem has been destroyed, but
2538 * the player object still points to the defunct golem. The code that
2539 * destroys the golem looks correct, and it doesn't always happen, so
2540 * put this in a a workaround to clean up the golem pointer.
2541 */
2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2543 op->contr->ranges[range_golem] = 0;
2544 2276
2545 /* 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
2546 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2279 * called, so we recheck it here.
2548 */ 2280 */
2549 op->contr->socket->handle_command (); 2281 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2282 return 1;
2552 2283
2284 if (op->speed_left > 0.f)
2285 {
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2287 {
2555 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2289 --op->speed_left;
2557 2290
2558 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2559 * 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
2560 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2561 */ 2294 */
2562 move_player (op, op->direction); 2295 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2296
2564 return 1; 2297 return op->speed_left > 0.f;
2565 else 2298 }
2566 return 0;
2567 } 2299 }
2568 2300
2569 return 0; 2301 return 0;
2570} 2302}
2571 2303
2591 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2592 2324
2593 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2594 op->stats.food = 999; 2326 op->stats.food = 999;
2595 2327
2596 fix_player (op); 2328 op->update_stats ();
2597 return 1; 2329 return 1;
2598 } 2330 }
2599 2331
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2341 * from.
2610 */ 2342 */
2611void 2343void
2612remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2613{ 2345{
2614 object *next;
2615
2616 while (op) 2346 while (op)
2617 { 2347 {
2618 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' */
2619 * we remove object 'op' 2349
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2351 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2629 } 2356 }
2630 else if (op->inv) 2357 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2632 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
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2402 strcat (buf2, buf);
2677 2403
2678 return buf2; 2404 return buf2;
2679} 2405}
2680
2681
2682 2406
2683void 2407void
2684do_some_living (object *op) 2408do_some_living (object *op)
2685{ 2409{
2686 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2416 int rate_grace = 2000;
2693 const int max_hp = 1; 2417 const int max_hp = 1;
2694 const int max_sp = 1; 2418 const int max_sp = 1;
2695 const int max_grace = 1; 2419 const int max_grace = 1;
2696 2420
2697 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2698 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]);
2702 } 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 }
2703 2439
2704 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2705 { 2441 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2446 else
2712 { 2447 {
2713 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2450 }
2451
2716 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2454 else
2719 { 2455 {
2720 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2458 }
2459
2723 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2462 else
2726 { 2463 {
2727 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2466 }
2730 2467
2731 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2470 {
2734 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);
2735 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2736 { 2473 {
2737 op->stats.sp++; 2474 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2744 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))
2745 op->stats.food = last_food; 2482 op->stats.food = last_food;
2746 } 2483 }
2747 } 2484 }
2485
2748 if (max_sp > 1) 2486 if (max_sp > 1)
2749 { 2487 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2489 if (over_sp > 0)
2752 { 2490 {
2753 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2754 { 2492 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2756 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))
2757 op->stats.sp--; 2496 op->stats.sp--;
2497
2758 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2760 } 2500 }
2761 op->last_sp = 0; 2501 op->last_sp = 0;
2762 } 2502 }
2763 else 2503 else
2764 {
2765 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);
2766 }
2767 } 2505 }
2768 else 2506 else
2769 {
2770 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);
2771 }
2772 } 2508 }
2773 2509
2774 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2775 /* 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. */
2776 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2777 { 2513 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2780 if (max_grace > 1) 2517 if (max_grace > 1)
2781 { 2518 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2520 if (over_grace > 0)
2784 { 2521 {
2812 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2813 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))
2814 op->stats.food = last_food; 2551 op->stats.food = last_food;
2815 } 2552 }
2816 } 2553 }
2554
2817 if (max_hp > 1) 2555 if (max_hp > 1)
2818 { 2556 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2558 if (over_hp > 0)
2821 { 2559 {
2834 } 2572 }
2835 2573
2836 /* Digestion */ 2574 /* Digestion */
2837 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2838 { 2576 {
2839#ifdef COZY_SERVER
2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2842#else
2843 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;
2844#endif
2845 2578
2846 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2847 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);
2848 else 2581 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2850 /* dms do not consume food */ 2584 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2586 op->stats.food--;
2853 } 2587 }
2854 }
2855 2588
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2590 {
2858 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2859 2592
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2594 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2602 break;
2870 } 2603 }
2871 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2872 flesh = tmp; 2605 flesh = tmp;
2873 } /* End if paid for object */ 2606 } /* End if paid for object */
2874 } /* end of for loop */ 2607 } /* end of for loop */
2608
2875 /* 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
2876 * eat flesh instead. 2610 * eat flesh instead.
2877 */ 2611 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2613 {
2880 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.");
2881 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2882 } 2616 }
2883 } /* end if player is starving */ 2617 }
2884 2618
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2887 2621
2888 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))
2889 kill_player (op); 2623 kill_player (op);
2624 }
2890} 2625}
2891
2892
2893 2626
2894/* 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.
2895 * 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
2896 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2630 * file.
2927 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!");
2928 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...");
2929 2662
2930 /* restore player */ 2663 /* restore player */
2931 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2666 {
2935 tmp->destroy (); 2667 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2669 }
2938 2670
2939 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2673 {
2943 tmp->destroy (); 2674 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2676 }
2946 2677
2948 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2681 op->stats.food = 999;
2951 2682
2952 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2685 {
2956 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2687 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2959 " 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",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2691 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2695 }
2967 2696
2968 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2699 op->contr->braced = 0;
2975 2704
2976 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2977 2706
2978 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2979 { 2708 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2989 } 2711 }
2990 else 2712 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3000 } 2714
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2716
3003 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3004 x = op->x; 2718 x = op->x;
3005 y = op->y; 2719 y = op->y;
3006 map = op->map; 2720 map = op->map;
3007 2721
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * 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.
3013 * 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.
3014 */ 2725 */
3015 2726
3016 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2729 * of death.
3019 */ 2730 */
3020#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3022 { 2733 {
3023 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3024 /* 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
3025 more if they do. */ 2736 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2739 little bit harder. */
3029 /* GD */ 2740 /* GD */
3030 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2742 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2743 else
3036 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3037 num_stats_lose = 1; 2747 num_stats_lose = 1;
3038 } 2748
3039 lost_a_stat = 0; 2749 lost_a_stat = 0;
3040 2750
3041 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3042 { 2752 {
3043 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3044 2754
3045 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3046 { 2756 {
3047 /* 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
3048 * what he lost. 2758 * what he lost.
3049 */ 2759 */
3050 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 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);
3056 } 2778 }
3057 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3058 { 2781 {
3059 /* deplete a stat */ 2782 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3061 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3062 2785 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2786 {
3066 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3068 } 2789
3069 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 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)
3076 { 2796 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2797 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2799 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2800 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2801 else
3111 if (this_stat >= -50)
3112 { 2802 {
3113 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 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"); */
3118 } 2808 }
3119 } 2809 }
3120 } 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 }
3121 } 2829 }
2830 }
2831 }
3122 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2833 if (!lost_a_stat)
3124 { 2834 {
3125 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3128 2838
3129 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3130 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);
3131 else 2841 else
3132 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.");
3133 } 2843 }
3134#else 2844#else
3135 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.");
3136#endif 2846#endif
3137 2847
3138 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2849 * exp loss on the stone.
3140 */ 2850 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2853 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf; 2857 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2860
3151 /**************************************/ 2861 /**************************************/
3152 /* */ 2862 /* */
3153 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3156 /* */ 2866 /* */
3157 /**************************************/ 2867 /**************************************/
3158 2868
3159 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2870 /* restore player */
3161 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3163 2873
3164 if (tmp) 2874 if (tmp)
3165 { 2875 {
3166 tmp->destroy (); 2876 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2878 }
3169 2879
3170 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2882 if (tmp)
3173 { 2883 {
3174 tmp->destroy (); 2884 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2886 }
3177 2887
3178 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3179 2889
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3183 op->stats.food = 900; 2893 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2897
3188 /* 2898 /*
3189 * 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
3190 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3191 * in the map. 2901 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3196 2903
3197 /****************************************/ 2904 /****************************************/
3198 /* */ 2905 /* */
3199 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3201 /* */ 2908 /* */
3202 /****************************************/ 2909 /****************************************/
3203 2910
3204 enter_player_savebed (op); 2911 enter_player_savebed (op);
3205 2912
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2913 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2914
3212 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2918 * on the space that might harm the player.
3216 */ 2919 */
3217 will_kill_again = 0; 2920 will_kill_again = 0;
3218 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)
3219 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3221 2924
3222 if (will_kill_again) 2925 if (will_kill_again)
3223 { 2926 {
3224 object *force; 2927 object *force;
3225 int at; 2928 int at;
3226 2929
3227 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2932 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2937 force->resist[at] = 100;
3235 2938
3236 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3237 fix_player (op); 2940 op->update_stats ();
3238 2941
3239 } 2942 }
3240 2943
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2945}
3310
3311 2946
3312void 2947void
3313loot_object (object *op) 2948loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3316 2951
3317 if (op->container) 2952 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2953
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3323 { 2955 {
3324 next = tmp->below; 2956 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3326 continue; 2959 continue;
2960
3327 tmp->remove (); 2961 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3329 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2966
3332 }
3333 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))))
3334 { 2968 {
3335 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3336 { 2970 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2972 tmp2->destroy ();
3349/* 2983/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3351 * 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
3352 * was changed. 2986 * was changed.
3353 */ 2987 */
3354
3355void 2988void
3356fix_weight (void) 2989fix_weight (void)
3357{ 2990{
3358 player *pl; 2991 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2992 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2994
3364 if (old == sum) 2995 if (old == sum)
3365 continue; 2996 continue;
3366 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3367 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);
3368 } 2999 }
3369} 3000}
3370 3001
3371void 3002void
3372fix_luck (void) 3003fix_luck (void)
3373{ 3004{
3374 player *pl; 3005 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3379} 3008}
3380
3381 3009
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3385 */ 3013 */
3386
3387void 3014void
3388cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3389{ 3016{
3390 object *skop, *spob; 3017 object *skop, *spob;
3391 3018
3425 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3426 { 3053 {
3427 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3429 } 3056 }
3057
3430 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3431} 3059}
3432 3060
3433int 3061int
3434is_true_undead (object *op) 3062is_true_undead (object *op)
3435{ 3063{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3065 return 1;
3440 3066
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3067 return 0;
3447} 3068}
3448 3069
3449/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3506 3127
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3129
3509 /* 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! */
3510 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3513 { 3133 {
3514 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!");
3515 make_visible (op); 3135 make_visible (op);
3516 return; 3136 return;
3517 } 3137 }
3518 else 3138 else
3519 num += 20; 3139 num += 20;
3520 } 3140
3521 num += op->map->difficulty; 3141 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3143 num -= hide;
3144
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3146 {
3526 make_visible (op); 3147 make_visible (op);
3527 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3528 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!");
3529 } 3150 }
3530 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3531 {
3532 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);
3533 }
3534} 3153}
3535 3154
3536/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3537 3156
3538int 3157int
3565 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3566 continue; 3185 continue;
3567 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)))
3568 continue; 3187 continue;
3569 3188
3570 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)
3571 { 3190 {
3572 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))
3573 return 1; 3192 return 1;
3574 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3575 { 3194 {
3605 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3606 { 3225 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3227 return -1;
3609 } 3228 }
3229
3610 if (!pl || !op) 3230 if (!pl || !op)
3611 return 0; 3231 return 0;
3612 3232
3613 if (op->head)
3614 {
3615 op = op->head; 3233 op = op->head_ ();
3616 } 3234
3617 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3618 3236
3619 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3238 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3629 3247
3630 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3631 * 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
3632 * for any meaningful values. 3250 * for any meaningful values.
3633 */ 3251 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !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)])
3637 return 1; 3255 return 1;
3638 op = op->more; 3256 op = op->more;
3639 } 3257 }
3640 return 0; 3258 return 0;
3641} 3259}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3357 int i = 0, j = 0;
3740 3358
3741 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3750 3368
3751 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3752 return; 3370 return;
3753 3371
3754 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++);
3755 3373
3756 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3757 { 3375 {
3758 /* 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]); */
3759 return; 3377 return;
3760 } 3378 }
3761 3379
3827 { 3445 {
3828 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3447 object *skin;
3830 3448
3831 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 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
3833 if (skin == NULL) 3454 if (!skin)
3834 return; 3455 return;
3835 3456
3836 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3459 {
3883 * not readied. 3504 * not readied.
3884 */ 3505 */
3885void 3506void
3886player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3887{ 3508{
3888 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3889 3511
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3891 { 3513 pl->combat_ob = 0;
3514
3892 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3893 { 3516 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 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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