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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.118 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 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 */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
177 size += strlen (buf); 144 size += strlen (buf);
178 } 145 }
179 } 146 }
180 147
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 151}
310 152
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
244 {
245 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point.
318 */
319 outputs_sync = 4;
320 outputs_count = 4;
321 unapply = unapply_nochoice;
322
323 savebed_map = first_map_path; /* Init. respawn position */
324
325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
321/* Tries to add player on the connection passwd in ns. 354/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 355 * All we can really get in this is some settings like host and display
323 * mode. 356 * mode.
324 */ 357 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 358player *
359player::create ()
360{
361 player *pl = new player;
330 362
331 p = get_player (NULL); 363 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 364
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 365 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 366 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 367 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 368
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 369 set_first_map (pl->ob);
343 370
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 371 return pl;
351} 372}
352 373
353/* 374/*
354 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
364 { 385 {
365 if (at == NULL || at->next == NULL) 386 if (at == NULL || at->next == NULL)
366 at = first_archetype; 387 at = first_archetype;
367 else 388 else
368 at = at->next; 389 at = at->next;
390
369 if (at->clone.type == PLAYER) 391 if (at->clone.type == PLAYER)
370 return at; 392 return at;
393
371 if (at == start) 394 if (at == start)
372 { 395 {
373 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 397 exit (-1);
375 } 398 }
376 } 399 }
377} 400}
378 401
379
380object * 402object *
381get_nearest_player (object *mon) 403get_nearest_player (object *mon)
382{ 404{
383 object *op = NULL; 405 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 406 objectlink *ol;
386 unsigned lastdist; 407 unsigned lastdist;
387 rv_vector rv; 408 rv_vector rv;
388 409
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 411 {
391 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 419 object *tmp = ol->ob;
399 420
400 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 422 * itself will have been cleared.
402 */ 423 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
404 ol = ol->next; 426 ol = ol->next;
405 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
406 if (!ol) 428 if (!ol)
407 return op; 429 return op;
408 } 430 }
421 { 443 {
422 op = ol->ob; 444 op = ol->ob;
423 lastdist = rv.distance; 445 lastdist = rv.distance;
424 } 446 }
425 } 447 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 448
427 { 449 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
432 { 452 {
433 op = pl->ob; 453 op = pl->ob;
434 lastdist = rv.distance; 454 lastdist = rv.distance;
435 } 455 }
436 } 456
437 }
438#if 0 457#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 459#endif
441 return op; 460 return op;
442} 461}
460 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 481 * is probably not a good thing.
463 */ 482 */
464#define MAX_SPACES 50 483#define MAX_SPACES 50
465
466 484
467/* 485/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 507path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 508{
491 rv_vector rv; 509 rv_vector rv;
492 sint16 x, y; 510 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 512 maptile *m, *lastmap;
495 513
496 get_rangevector (mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
497 515
498 if (rv.distance < mindiff) 516 if (rv.distance < mindiff)
499 return 0; 517 return 0;
501 x = mon->x; 519 x = mon->x;
502 y = mon->y; 520 y = mon->y;
503 m = mon->map; 521 m = mon->map;
504 dir = rv.direction; 522 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
507 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 527 if (diff > max)
509 return 0; 528 return 0;
529
510 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
511 { 531 {
512 lastx = x; 532 lastx = x;
513 lasty = y; 533 lasty = y;
514 lastmap = m; 534 lastmap = m;
596 max--; 616 max--;
597 lastdir = dir; 617 lastdir = dir;
598 if (!firstdir) 618 if (!firstdir)
599 firstdir = dir; 619 firstdir = dir;
600 } 620 }
621
601 if (diff <= 1) 622 if (diff <= 1)
602 { 623 {
603 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 625 * headed toward player for entire distance.
605 */ 626 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 629 }
630
609 if (diff > max) 631 if (diff > max)
610 return 0; 632 return 0;
611 } 633 }
634
612 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
613 if (!max) 636 if (!max)
614 return 0; 637 return 0;
615 638
616 return firstdir; 639 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 666 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 667 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 668 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 670 {
648 remove_ob (op); 671 op->destroy ();
649 free_object (op);
650 continue; 672 continue;
651 } 673 }
652 } 674 }
653 675
654 /* This really needs to be better - we should really give 676 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 687 if (tmp->type == op->type && tmp->name == op->name)
666 break; 688 break;
667 689
668 if (tmp) 690 if (tmp)
669 { 691 {
670 remove_ob (op); 692 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 694 continue;
674 } 695 }
696
675 if (op->nrof > 1) 697 if (op->nrof > 1)
676 op->nrof = 1; 698 op->nrof = 1;
677 } 699 }
678 700
679 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 715 }
694 if (op->type == SPELL) 716 if (op->type == SPELL)
695 { 717 {
696 remove_ob (op); 718 op->destroy ();
697 free_object (op);
698 continue; 719 continue;
699 } 720 }
700 else if (op->type == SKILL) 721 else if (op->type == SKILL)
701 { 722 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 723 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
712 link_player_skills (pl); 733 link_player_skills (pl);
713} 734}
714 735
715void 736void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
800{ 738{
801 if (party == NULL) 739 if (party == NULL)
802 { 740 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 742 return;
805 } 743 }
744
806 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 749}
811
812 750
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 752static int
815roll_stat (void) 753roll_stat (void)
816{ 754{
817 int a[4], i, j, k; 755 int a[4], i, j, k;
818 756
819 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
821 759
822 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 761 if (a[i] < k)
824 k = a[i], j = i; 762 k = a[i], j = i;
825 763
826 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 765 if (i != j)
829 k += a[i]; 766 k += a[i];
830 } 767
831 return k; 768 return k;
832} 769}
833 770
834void 771void
835roll_stats (object *op) 772object::roll_stats ()
836{ 773{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 774 int statsort [7];
840 775
841 do 776 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 777 {
852 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
853 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
854 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 788
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 789 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
887 796
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 797 stats.exp = 0;
899 op->stats.ac = 0; 798 stats.ac = 0;
900 799
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 800 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
909 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
910} 812}
911 813
912void 814void
913Roll_Again (object *op) 815object::swap_stats (int a, int b)
914{ 816{
915 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 820
920void 821 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
922{ 853{
923 signed char tmp;
924 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
925 855
926 if (op->contr->Swap_First == -1) 856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 860}
1041 861
1042/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1046 * not the class. 866 * not the class.
1047 */ 867 */
1048 868void
1049int 869player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 870{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 873
874 treasurelist *tl = treasurelist::find ("starting_wealth");
875 if (tl)
876 create_treasure (tl, ob, 0, 0, 0);
877
1068 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1070 880
1071 op->contr->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1072 882
1073 if (op->msg) 883 if (ob->msg)
1074 op->msg = NULL; 884 ob->msg = 0;
1075 885
1076 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
1077 * to save here. 887 * to save here.
1078 */ 888 */
889 {
890 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1081 894
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 895 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 898 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1090 fix_player (op); 900 ob->update_stats ();
1091 901
1092 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1093 * is one for this race 903 * is one for this race
1094 */ 904 */
1095 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1096 { 906 {
1097 object *tmp; 907 object *tmp;
1098 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1099 909
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 911 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1107 * default initial map */ 917 * default initial map */
1108 free_object (tmp); 918 tmp->destroy ();
1109 } 919 }
1110 else 920 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 922}
1114 return 0;
1115 }
1116 923
924void
925player::chargen_race_next ()
926{
1117 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1119 */ 929 */
1120 930
1121 tmp_loop = 0; 931 do
1122 while (!tmp_loop)
1123 { 932 {
1124 shstr name = op->name; 933 shstr name = ob->name;
1125 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1126 935
1127 remove_statbonus (op); 936 ob->remove_statbonus ();
1128 remove_ob (op); 937 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 939 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 940 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1134 op->x = x; 943 ob->x = x;
1135 op->y = y; 944 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 948 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 949 }
950 while (!allowed_class (ob));
1142 951
1143 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 954 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 957 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 958}
1205 959
1206void 960void
1207flee_player (object *op) 961flee_player (object *op)
1208{ 962{
1238 { 992 {
1239 op->enemy = NULL; 993 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 995 return;
1242 } 996 }
997
1243 get_rangevector (op, op->enemy, &rv, 0); 998 get_rangevector (op, op->enemy, &rv, 0);
1244 999
1245 dir = absdir (4 + rv.direction); 1000 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1001 for (diff = 0; diff < 3; diff++)
1247 { 1002 {
1248 int m = 1 - (RANDOM () & 2); 1003 int m = 1 - (RANDOM () & 2);
1249 1004
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1006 return;
1253 }
1254 } 1007 }
1008
1255 /* Cornered, get rid of scared */ 1009 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1011 op->enemy = NULL;
1258} 1012}
1259 1013
1264 */ 1018 */
1265int 1019int
1266check_pick (object *op) 1020check_pick (object *op)
1267{ 1021{
1268 object *tmp, *next; 1022 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1023 int stop = 0;
1271 int j, k, wvratio; 1024 int wvratio;
1272 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1273
1274 1026
1275 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1277 return 1; 1029 return 1;
1278 1030
1279 op_tag = op->count;
1280
1281 next = op->below; 1031 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1032
1285 /* loop while there are items on the floor that are not marked as 1033 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1034 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1035 while (next && !next->destroyed ())
1288 { 1036 {
1289 tmp = next; 1037 tmp = next;
1290 next = tmp->below; 1038 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1039
1294 if (was_destroyed (op, op_tag)) 1040 if (op->destroyed ())
1295 return 0; 1041 return 0;
1296 1042
1297 if (!can_pick (op, tmp)) 1043 if (!can_pick (op, tmp))
1298 continue; 1044 continue;
1299 1045
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1101 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1106 }
1107
1389 /* philosophy: 1108 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1109 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1110 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1113 * example.
1395 * The drawback: right now it has no frontend, so you need to 1114 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1115 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1150 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1151 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1152 if (tmp->type == FOOD)
1434 { 1153 {
1435 pick_up (op, tmp); 1154 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1155 continue;
1439 } 1156 }
1157
1440 if (op->contr->mode & PU_DRINK) 1158 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1159 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1160 {
1443 pick_up (op, tmp); 1161 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1162 continue;
1447 } 1163 }
1448 1164
1449 if (op->contr->mode & PU_POTION) 1165 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1166 if (tmp->type == POTION)
1451 { 1167 {
1452 pick_up (op, tmp); 1168 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1169 continue;
1456 } 1170 }
1457 1171
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1172 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1173 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1174 if (tmp->type == SPELLBOOK)
1461 { 1175 {
1462 pick_up (op, tmp); 1176 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1177 continue;
1466 } 1178 }
1179
1467 if (op->contr->mode & PU_SKILLSCROLL) 1180 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1181 if (tmp->type == SKILLSCROLL)
1469 { 1182 {
1470 pick_up (op, tmp); 1183 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1184 continue;
1474 } 1185 }
1186
1475 if (op->contr->mode & PU_READABLES) 1187 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1188 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1189 {
1478 pick_up (op, tmp); 1190 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1191 continue;
1482 } 1192 }
1483 1193
1484 /* wands/staves/rods/horns */ 1194 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1195 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1196 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1197 {
1488 pick_up (op, tmp); 1198 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1199 continue;
1492 } 1200 }
1493 1201
1494 /* pick up all magical items */ 1202 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1203 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1204 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1205 {
1498 pick_up (op, tmp); 1206 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1207 continue;
1502 } 1208 }
1503 1209
1504 if (op->contr->mode & PU_VALUABLES) 1210 if (op->contr->mode & PU_VALUABLES)
1505 { 1211 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1212 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1213 {
1508 pick_up (op, tmp); 1214 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1215 continue;
1512 } 1216 }
1513 } 1217 }
1514 1218
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1219 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1220 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1221 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1222 {
1519 pick_up (op, tmp); 1223 pick_up (op, tmp);
1224 continue;
1520 if (0) 1225 }
1521 fprintf (stderr, "JEWELS\n"); 1226
1227 /* we don't forget dragon food */
1228 if (op->contr->mode & PU_FLESH)
1229 if (tmp->type == FLESH)
1230 {
1231 pick_up (op, tmp);
1522 continue; 1232 continue;
1523 } 1233 }
1524 1234
1525 /* bows and arrows. Bows are good for selling! */ 1235 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1236 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1237 if (tmp->type == BOW)
1528 { 1238 {
1529 pick_up (op, tmp); 1239 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1240 continue;
1533 } 1241 }
1242
1534 if (op->contr->mode & PU_ARROW) 1243 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1244 if (tmp->type == ARROW)
1536 { 1245 {
1537 pick_up (op, tmp); 1246 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1247 continue;
1541 } 1248 }
1542 1249
1543 /* all kinds of armor etc. */ 1250 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1251 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1252 if (tmp->type == ARMOUR)
1546 { 1253 {
1547 pick_up (op, tmp); 1254 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1255 continue;
1551 } 1256 }
1257
1552 if (op->contr->mode & PU_HELMET) 1258 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1259 if (tmp->type == HELMET)
1554 { 1260 {
1555 pick_up (op, tmp); 1261 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1262 continue;
1559 } 1263 }
1264
1560 if (op->contr->mode & PU_SHIELD) 1265 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1266 if (tmp->type == SHIELD)
1562 { 1267 {
1563 pick_up (op, tmp); 1268 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1269 continue;
1567 } 1270 }
1271
1568 if (op->contr->mode & PU_BOOTS) 1272 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1273 if (tmp->type == BOOTS)
1570 { 1274 {
1571 pick_up (op, tmp); 1275 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1276 continue;
1575 } 1277 }
1278
1576 if (op->contr->mode & PU_GLOVES) 1279 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1280 if (tmp->type == GLOVES)
1578 { 1281 {
1579 pick_up (op, tmp); 1282 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1283 continue;
1583 } 1284 }
1285
1584 if (op->contr->mode & PU_CLOAK) 1286 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1287 if (tmp->type == CLOAK)
1586 { 1288 {
1587 pick_up (op, tmp); 1289 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1290 continue;
1591 } 1291 }
1592 1292
1593 /* hoping to catch throwing daggers here */ 1293 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1294 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1295 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1296 {
1597 pick_up (op, tmp); 1297 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1298 continue;
1601 } 1299 }
1602 1300
1603 /* careful: chairs and tables are weapons! */ 1301 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1302 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1305 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1308 {
1611 pick_up (op, tmp); 1309 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1310 continue;
1615 } 1311 }
1616 } 1312 }
1313
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1314 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1315 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1317 {
1621 pick_up (op, tmp); 1318 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1319 continue;
1625 } 1320 }
1626 } 1321 }
1627 } 1322 }
1628 1323
1629 /* misc stuff that's useful */ 1324 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1325 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1326 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1327 {
1633 pick_up (op, tmp); 1328 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1329 continue;
1637 } 1330 }
1638 1331
1639 /* any of the last 4 bits set means we use the ratio for value 1332 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1333 * pickups */
1662 continue; 1355 continue;
1663 } 1356 }
1664 } 1357 }
1665 } /* the new pickup model */ 1358 } /* the new pickup model */
1666 } 1359 }
1360
1667 return !stop; 1361 return !stop;
1668} 1362}
1669 1363
1670/* 1364/*
1671 * Find an arrow in the inventory and after that 1365 * Find an arrow in the inventory and after that
1673 * found object is returned. 1367 * found object is returned.
1674 */ 1368 */
1675object * 1369object *
1676find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1677{ 1371{
1678 object *tmp = NULL; 1372 object *tmp = 0;
1679 1373
1680 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1684 return op; 1378 return op;
1379
1685 return tmp; 1380 return tmp;
1686} 1381}
1687 1382
1688/* 1383/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1388 */
1694
1695object * 1389object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1391{
1698 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1770 1464
1771object * 1465object *
1772pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1773{ 1467{
1774 object *tmp = NULL; 1468 object *tmp = NULL;
1775 mapstruct *m; 1469 maptile *m;
1776 int i, mflags, found, number; 1470 int i, mflags, found, number;
1777 sint16 x, y; 1471 sint16 x, y;
1778 1472
1779 if (op->map == NULL) 1473 if (op->map == NULL)
1780 return find_arrow (op, type); 1474 return find_arrow (op, type);
1840 */ 1534 */
1841int 1535int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1537{
1844 object *left, *bow; 1538 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1539 int bowspeed, mflags;
1847 mapstruct *m; 1540 maptile *m;
1848 1541
1849 if (!dir) 1542 if (!dir)
1850 { 1543 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1545 return 0;
1853 } 1546 }
1547
1854 if (op->type == PLAYER) 1548 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1549 bow = op->contr->ranged_ob;
1856 else 1550 else
1857 { 1551 {
1858 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1559 if (!bow)
1866 { 1560 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1562 return 0;
1869 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1870 } 1572 }
1573
1871 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1872 { 1575 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1577 return 0;
1875 } 1578 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1581
1879 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1882 if (bowspeed < 1) 1586 if (bowspeed < 1)
1883 bowspeed = 1; 1587 bowspeed = 1;
1884 1588
1885 if (arrow == NULL) 1589 if (arrow == NULL)
1886 { 1590 {
1889 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1596 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1598
1894 return 0; 1599 return 0;
1895 } 1600 }
1896 } 1601 }
1602
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1604 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1605 return 0;
1901 } 1606
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1607 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1608 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1609 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1610 return 0;
1906 } 1611 }
1907 1612
1908 /* this should not happen, but sometimes does */ 1613 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1614 if (arrow->nrof == 0)
1910 { 1615 {
1911 remove_ob (arrow); 1616 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1617 return 0;
1914 } 1618 }
1915 1619
1916 left = arrow; /* these are arrows left to the player */ 1620 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1621 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1622 if (!arrow)
1920 { 1623 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1625 return 0;
1923 } 1626 }
1924 set_owner (arrow, op); 1627
1628 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1629 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1630 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1631
1931 if (op->type == PLAYER) 1632 if (op->type == PLAYER)
1932 { 1633 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1635 op->update_stats ();
1935 } 1636 }
1936 1637
1937 SET_ANIMATION (arrow, arrow->direction); 1638 SET_ANIMATION (arrow, arrow->direction);
1639
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1641 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1642 arrow->stats.grace = arrow->attacktype;
1643
1941 if (arrow->slaying != NULL) 1644 if (arrow->slaying)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1943 1646
1944 /* Note that this was different for monsters - they got their level 1647 arrow->stats.dam += op->stats.dam + arrow->magic;
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949 1648
1950 /* update the speed */ 1649 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1650 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1652
1954 if (arrow->speed < 1.0) 1653 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1654 arrow->speed_left = 0;
1958 1655
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657
1959 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1960 { 1659 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1662
1663 if (!arrow->slaying)
1664 arrow->slaying = op->slaying;
1966 } 1665 }
1967 else 1666 else
1968 { 1667 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1668 arrow->level = op->level;
1669 arrow->stats.wc -= bow->magic;
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1972 } 1673 }
1973 if (arrow->attacktype == AT_PHYSICAL) 1674
1675 arrow->stats.wc -= arrow->level;
1676
1974 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL)
1976 arrow->slaying = bow->slaying;
1977 1678
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1679 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1681
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1683 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1684
1986 if (!was_destroyed (arrow, tag)) 1685 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1686 move_arrow (arrow);
1988 1687
1989 if (op->type == PLAYER) 1688 if (op->type == PLAYER)
1990 { 1689 {
1991 if (was_destroyed (left, left_tag)) 1690 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1691 esrv_del_item (op->contr, left->count);
1993 else 1692 else
1994 esrv_send_item (op, left); 1693 esrv_send_item (op, left);
1995 } 1694 }
1695
1996 return 1; 1696 return 1;
1997} 1697}
1998 1698
1999/* Special fire code for players - this takes into 1699/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1700 * account the special fire modes players can have
2008{ 1708{
2009 int ret = 0, wcmod = 0; 1709 int ret = 0, wcmod = 0;
2010 1710
2011 if (op->contr->bowtype == bow_bestarrow) 1711 if (op->contr->bowtype == bow_bestarrow)
2012 { 1712 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1713 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1714 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1715 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1716 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1717 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1718 wcmod = -1;
1719
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1720 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1721 }
2021 else if (op->contr->bowtype == bow_threewide) 1722 else if (op->contr->bowtype == bow_threewide)
2022 { 1723 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1724 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 * Broken apart from 'fire' to keep it more readable. 1745 * Broken apart from 'fire' to keep it more readable.
2045 */ 1746 */
2046void 1747void
2047fire_misc_object (object *op, int dir) 1748fire_misc_object (object *op, int dir)
2048{ 1749{
2049 object *item; 1750 object *item = op->contr->ranged_ob;
2050 1751
2051 if (!op->contr->ranges[range_misc]) 1752 if (!item)
2052 { 1753 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1754 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1755 return;
2055 } 1756 }
2056 1757
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1758 if (!item->inv)
2059 { 1759 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1760 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1761 return;
2062 } 1762 }
1763
2063 if (item->type == WAND) 1764 if (item->type == WAND)
2064 { 1765 {
2065 if (item->stats.food <= 0) 1766 if (item->stats.food <= 0)
2066 { 1767 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2093 1794
2094 if (item->arch) 1795 if (item->arch)
2095 { 1796 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1797 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1798 item->face = item->arch->clone.face;
2098 item->speed = 0; 1799 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1800 }
1801
2101 if ((tmp = is_player_inv (item))) 1802 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1803 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1804 }
2104 } 1805 }
2105 else if (item->type == ROD || item->type == HORN) 1806 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1807 drain_rod_charge (item);
2108 }
2109 } 1808 }
2110} 1809}
2111 1810
2112/* Received a fire command for the player - go and do it. 1811/* Received a fire command for the player - go and do it.
2113 */ 1812 */
2118 1817
2119 /* check for loss of invisiblity/hide */ 1818 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2121 make_visible (op); 1820 make_visible (op);
2122 1821
2123 switch (op->contr->shoottype) 1822 player *pl = op->contr;
2124 { 1823
2125 case range_none: 1824 object *skill = pl->ranged_skill;
1825 object *rob = pl->ranged_ob;
1826
1827 if (!skill)
2126 return; 1828 return;
2127 1829
2128 case range_bow: 1830 if (pl->golem)
1831 control_golem (op->contr->golem, dir);
1832 else if (skill->type == SKILL)
1833 {
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW)
2129 player_fire_bow (op, dir); 1835 player_fire_bow (op, dir);
2130 return; 1836 else if (rob && rob->type == SPELL) /* Casting spells */
2131
2132 case range_magic: /* Casting spells */
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return;
2135
2136 case range_misc:
2137 fire_misc_object (op, dir);
2138 return;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else 1838 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
2149 return; 1840 &skill->name, rob ? &rob->name : "(null)");
2150 1841 }
2151 case range_skill: 1842 else if (skill == op)
2152 if (!op->chosen_skill) 1843 {
1844 if (!rob)
2153 { 1845 {
2154 if (op->type == PLAYER) 1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return; 1847 return;
2157 } 1848 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849
2159 return; 1850 if (rob->type == BUILDER)
2160 case range_builder:
2161 apply_map_builder (op, dir); 1851 apply_map_builder (op, dir);
2162 return; 1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL)
2163 default: 1853 do_skill (op, op, rob, dir, NULL);
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1854 else
2165 return; 1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage
2166 } 1856 }
2167} 1857}
2168
2169
2170 1858
2171/* find_key 1859/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1864 * pl is the player,
2177 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
2180 */ 1868 */
2181
2182object * 1869object *
2183find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
2184{ 1871{
2185 object *tmp, *key; 1872 object *tmp, *key;
2186 1873
2187 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1875 if (!container->inv)
2189 return NULL; 1876 return 0;
2190 1877
2191 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1880 {
2194 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1882 break;
2196 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
2198 */ 1885 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1887 break;
2201 } 1888 }
1889
2202 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1891 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1892 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1893 * a key, return
2206 */ 1894 */
2207 if (!tmp) 1895 if (!tmp)
2208 { 1896 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1898 {
2211 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1901 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
2215 return key; 1903 return key;
2216 } 1904 }
2217 } 1905 }
1906
2218 if (!tmp) 1907 if (!tmp)
2219 return NULL; 1908 return NULL;
2220 } 1909 }
1910
2221 /* We get down here if we have found a key. Now if its in a container, 1911 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1912 * see if we actually want to use it
2223 */ 1913 */
2224 if (pl != container) 1914 if (pl != container)
2225 { 1915 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1938 return NULL;
2249 } 1939 }
2250 } 1940 }
1941
2251 return tmp; 1942 return tmp;
2252} 1943}
2253 1944
2254/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1948 * 0 otherwise
2258 */ 1949 */
2259static int 1950static int
2260player_attack_door (object *op, object *door) 1951player_attack_door (object *op, object *door)
2261{ 1952{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1953 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1954 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
2266 */ 1956 */
2267 object *key = find_key (op, op, door); 1957 object *key = find_key (op, op, door);
2270 if (key) 1960 if (key)
2271 { 1961 {
2272 object *container = key->env; 1962 object *container = key->env;
2273 1963
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965
2275 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2276 make_visible (op); 1967 make_visible (op);
1968
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2279 if (door->type == DOOR) 1972 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2284 { 1975 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1978 }
1979
2288 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2291 if (container != op) 1983 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2293 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2294 } 1987 }
2295 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2296 { 1989 {
2297 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 1992 return 1;
2300 } 1993 }
1994
2301 return 0; 1995 return 0;
2302} 1996}
2303 1997
2304/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2000 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2001 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2002 * going to try and move (not fire weapons).
2309 */ 2003 */
2310
2311void 2004void
2312move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2313{ 2006{
2314 object *tmp, *mon; 2007 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2008 int on_battleground;
2317 mapstruct *m; 2009 maptile *m;
2318 2010
2319 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2321 2013
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2323 2015
2324 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2332 */ 2024 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2026 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2028 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2338 if (!m) 2030 if (!m)
2339 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2340 } 2032 }
2341 else 2033 else
2342 m = op->map; 2034 m = op->map;
2343 2035
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2037 return;
2348 }
2349 2038
2350 mon = NULL; 2039 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2043 * on the space
2355 */ 2044 */
2356 while (tmp != NULL) 2045 while (tmp)
2357 { 2046 {
2358 if (tmp == op) 2047 if (tmp == op)
2359 { 2048 {
2360 tmp = tmp->above; 2049 tmp = tmp->above;
2361 continue; 2050 continue;
2362 } 2051 }
2052
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2054 {
2365 mon = tmp; 2055 mon = tmp;
2366 break; 2056 break;
2367 } 2057 }
2058
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2060 mon = tmp;
2061
2370 tmp = tmp->above; 2062 tmp = tmp->above;
2371 } 2063 }
2372 2064
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2066 return; /* into a wall */
2375 2067
2376 if (mon->head != NULL) 2068 if (mon->head)
2377 mon = mon->head; 2069 mon = mon->head;
2378 2070
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2381 return; 2073 return;
2393 * player owns it and it is either friendly or unagressive. 2085 * player owns it and it is either friendly or unagressive.
2394 */ 2086 */
2395 if ((op->type == PLAYER) 2087 if ((op->type == PLAYER)
2396#if COZY_SERVER 2088#if COZY_SERVER
2397 && 2089 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2090 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2092#else
2401 && get_owner (mon) == op 2093 && mon->owner == op
2402#endif 2094#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2096 {
2405 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2098 if (op->contr->braced)
2407 return; 2099 return;
2100
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2104 make_visible (op);
2105
2412 return; 2106 return;
2413 } 2107 }
2414 2108
2415 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2112 * attack them either.
2419 */ 2113 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2117 (op->contr->peaceful
2424 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2425 && mon->contr-> 2119 && mon->contr->
2426 peaceful)) && 2120 peaceful)) &&
2427#else 2121#else
2428 op->contr->peaceful && 2122 op->contr->peaceful &&
2429#endif 2123#endif
2430 !on_battleground)) 2124 !on_battleground))
2431 { 2125 {
2432 if (!op->contr->braced) 2126 if (!op->contr->braced)
2433 { 2127 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2436 } 2130 }
2437 else 2131 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2133
2441 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2135 make_visible (op);
2443 } 2136 }
2444 2137
2445 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2456 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2153 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2156 {
2465 2157
2466 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2166
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2168 }
2477 2169
2478 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2479 2171
2480 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2175 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2178 {
2487 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2488 2180
2489 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2492 } 2184 }
2185
2493 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2494 make_visible (op); 2187 make_visible (op);
2495 } 2188 }
2496 } /* if player should attack something */ 2189 } /* if player should attack something */
2497} 2190}
2499int 2192int
2500move_player (object *op, int dir) 2193move_player (object *op, int dir)
2501{ 2194{
2502 int pick; 2195 int pick;
2503 2196
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2198 return 0;
2506 2199
2507 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2509 { 2202 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2204 return 0;
2512 } 2205 }
2513 2206
2514 /* peterm: added following line */ 2207 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2210
2518 op->facing = dir; 2211 op->facing = dir;
2519 2212
2520 if (op->hide) 2213 if (op->hide)
2521 do_hidden_move (op); 2214 do_hidden_move (op);
2532 2225
2533 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2227 * server can handle repeat firing.
2535 */ 2228 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2230 op->direction = dir;
2539 }
2540 else 2231 else
2541 {
2542 op->direction = 0; 2232 op->direction = 0;
2543 } 2233
2544 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2236 * for players.
2547 */ 2237 */
2548 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2558 */ 2248 */
2559int 2249int
2560handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2561{ 2251{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2253 {
2584 flee_player (op); 2254 flee_player (op);
2585 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2257 {
2588 op->speed_left--; 2258 op->speed_left--;
2589 return 0; 2259 return 0;
2590 } 2260 }
2591 }
2592
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2261 }
2604 2262
2605 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2265 * called, so we recheck it here.
2608 */ 2266 */
2609 HandleClient (&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2610 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2611 return 0; 2271 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2273 {
2615 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2275 op->speed_left--;
2617 2276
2618 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2621 */ 2280 */
2622 move_player (op, op->direction); 2281 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2282
2624 return 1; 2283 return op->speed_left > 0;
2625 else 2284 }
2626 return 0;
2627 } 2285 }
2286
2628 return 0; 2287 return 0;
2629} 2288}
2630 2289
2631int 2290int
2632save_life (object *op) 2291save_life (object *op)
2633{ 2292{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2294 return 0;
2638 2295
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2298 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301
2644 if (op->contr) 2302 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2303 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2304
2647 free_object (tmp); 2305 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2306 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307
2649 if (op->stats.hp < 0) 2308 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2310
2651 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2652 op->stats.food = 999; 2312 op->stats.food = 999;
2653 fix_player (op); 2313
2314 op->update_stats ();
2654 return 1; 2315 return 1;
2655 } 2316 }
2317
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2321 return 0;
2660} 2322}
2665 * from. 2327 * from.
2666 */ 2328 */
2667void 2329void
2668remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2669{ 2331{
2670 object *next;
2671
2672 while (op) 2332 while (op)
2673 { 2333 {
2674 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2335
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2337 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2685 } 2342 }
2686 else if (op->inv) 2343 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2688 op = next; 2346 op = next;
2689 } 2347 }
2690} 2348}
2691
2692 2349
2693/* 2350/*
2694 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2367 else
2711 sprintf (buf, "%s\n", &op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2371 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2374 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2378 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2721 { 2380 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2383 strcat (buf2, buf);
2725 } 2384 }
2385
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2729 return buf2; 2390 return buf2;
2730} 2391}
2731
2732
2733 2392
2734void 2393void
2735do_some_living (object *op) 2394do_some_living (object *op)
2736{ 2395{
2737 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2402 int rate_grace = 2000;
2744 const int max_hp = 1; 2403 const int max_hp = 1;
2745 const int max_sp = 1; 2404 const int max_sp = 1;
2746 const int max_grace = 1; 2405 const int max_grace = 1;
2747 2406
2748 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2754 2425
2755 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2756 { 2427 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2432 else
2763 { 2433 {
2764 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2436 }
2437
2767 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2440 else
2770 { 2441 {
2771 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2444 }
2445
2774 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2448 else
2777 { 2449 {
2778 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2452 }
2781 2453
2782 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2456 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2787 { 2459 {
2788 op->stats.sp++; 2460 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2468 op->stats.food = last_food;
2797 } 2469 }
2798 } 2470 }
2471
2799 if (max_sp > 1) 2472 if (max_sp > 1)
2800 { 2473 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2475 if (over_sp > 0)
2803 { 2476 {
2804 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2805 { 2478 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2482 op->stats.sp--;
2483
2809 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2811 } 2486 }
2812 op->last_sp = 0; 2487 op->last_sp = 0;
2813 } 2488 }
2814 else 2489 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2491 }
2819 else 2492 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2494 }
2824 2495
2825 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2828 { 2499 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2831 if (max_grace > 1) 2503 if (max_grace > 1)
2832 { 2504 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2506 if (over_grace > 0)
2835 { 2507 {
2863 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2537 op->stats.food = last_food;
2866 } 2538 }
2867 } 2539 }
2540
2868 if (max_hp > 1) 2541 if (max_hp > 1)
2869 { 2542 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2544 if (over_hp > 0)
2872 { 2545 {
2896 2569
2897 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2572 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2901 /* dms do not consume food */ 2575 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2577 op->stats.food--;
2904 } 2578 }
2905 }
2906 2579
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2581 {
2909 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2910 2583
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2585 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2593 break;
2921 } 2594 }
2922 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2923 flesh = tmp; 2596 flesh = tmp;
2924 } /* End if paid for object */ 2597 } /* End if paid for object */
2925 } /* end of for loop */ 2598 } /* end of for loop */
2599
2926 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2601 * eat flesh instead.
2928 */ 2602 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2604 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2933 } 2607 }
2934 } /* end if player is starving */ 2608 }
2935 2609
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2938 2612
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2614 kill_player (op);
2615 }
2941} 2616}
2942
2943
2944 2617
2945/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2621 * file.
2952{ 2625{
2953 char buf[MAX_BUF]; 2626 char buf[MAX_BUF];
2954 int x, y; 2627 int x, y;
2955 2628
2956 //int i; 2629 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2630 maptile *map; /* this is for resurrection */
2958 2631
2959 /* int z; 2632 /* int z;
2960 int num_stats_lose; 2633 int num_stats_lose;
2961 int lost_a_stat; 2634 int lost_a_stat;
2962 int lose_this_stat; 2635 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2653
2981 /* restore player */ 2654 /* restore player */
2982 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2657 {
2986 remove_ob (tmp); 2658 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2660 }
2990 2661
2991 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2664 {
2995 remove_ob (tmp); 2665 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2667 }
2999 2668
3000 cure_disease (op, 0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2672 op->stats.food = 999;
3004 2673
3005 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2676 {
3009 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2678 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2682 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2686 }
3020 2687
3021 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2690 op->contr->braced = 0;
3028 2695
3029 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
3030 2697
3031 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
3032 { 2699 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3042 } 2702 }
3043 else 2703 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3053 } 2705
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2707
3056 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3057 x = op->x; 2709 x = op->x;
3058 y = op->y; 2710 y = op->y;
3059 map = op->map; 2711 map = op->map;
3060 2712
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3067 */ 2716 */
3068 2717
3069 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2720 * of death.
3072 */ 2721 */
3073#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3075 { 2724 {
3076 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2727 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2730 little bit harder. */
3082 /* GD */ 2731 /* GD */
3083 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2733 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2734 else
3089 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3090 num_stats_lose = 1; 2738 num_stats_lose = 1;
3091 } 2739
3092 lost_a_stat = 0; 2740 lost_a_stat = 0;
3093 2741
3094 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3095 { 2743 {
3096 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3097 2745
3098 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3099 { 2747 {
3100 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2749 * what he lost.
3102 */ 2750 */
3103 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3109 } 2769 }
3110 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3111 { 2772 {
3112 /* deplete a stat */ 2773 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3114 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3115 2776 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2777 {
3119 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3121 } 2780
3122 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2787 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2788 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2790 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2791 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2792 else
3164 if (this_stat >= -50)
3165 { 2793 {
3166 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2799 }
3172 } 2800 }
3173 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3174 } 2820 }
2821 }
2822 }
3175 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2824 if (!lost_a_stat)
3177 { 2825 {
3178 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3181 2829
3182 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2832 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2834 }
2835#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2837#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2838
3190 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2840 * exp loss on the stone.
3192 */ 2841 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2844 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3198 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); 2847 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);
3199 tmp->msg = buf; 2848 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2851
3203 /**************************************/ 2852 /**************************************/
3204 /* */ 2853 /* */
3205 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3208 /* */ 2857 /* */
3209
3210 /**************************************/ 2858 /**************************************/
3211 2859
3212 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2861 /* restore player */
3214 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
2864
3216 if (tmp) 2865 if (tmp)
3217 { 2866 {
3218 remove_ob (tmp); 2867 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2869 }
3222 2870
3223 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2873 if (tmp)
3226 { 2874 {
3227 remove_ob (tmp); 2875 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2877 }
2878
3231 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3232 2880
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3236 op->stats.food = 900; 2884 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2888
3241 /* 2889 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3244 * in the map. 2892 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3249 2894
3250 /****************************************/ 2895 /****************************************/
3251 /* */ 2896 /* */
3252 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3254 /* */ 2899 /* */
3255
3256 /****************************************/ 2900 /****************************************/
3257 2901
3258 enter_player_savebed (op); 2902 enter_player_savebed (op);
3259 2903
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2904 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2905
3266 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2909 * on the space that might harm the player.
3270 */ 2910 */
3271 will_kill_again = 0; 2911 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3276 } 2915
3277 if (will_kill_again) 2916 if (will_kill_again)
3278 { 2917 {
3279 object *force; 2918 object *force;
3280 int at; 2919 int at;
3281 2920
3282 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2923 force->speed = 0.1;
3285 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2928 force->resist[at] = 100;
3291 } 2929
3292 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3293 fix_player (op); 2931 op->update_stats ();
3294 2932
3295 } 2933 }
3296 2934
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2936}
3366
3367 2937
3368void 2938void
3369loot_object (object *op) 2939loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3372 2942
3373 if (op->container) 2943 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2944
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3379 { 2946 {
3380 next = tmp->below; 2947 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3382 continue; 2950 continue;
3383 remove_ob (tmp); 2951
2952 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3385 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2957
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2959 {
3391 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3392 { 2961 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2963 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2964 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2965 }
3397 else 2966 else
3398 free_object (tmp); 2967 tmp->destroy ();
3399 } 2968 }
3400 else 2969 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2971 }
3403} 2972}
3405/* 2974/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2977 * was changed.
3409 */ 2978 */
3410
3411void 2979void
3412fix_weight (void) 2980fix_weight (void)
3413{ 2981{
3414 player *pl; 2982 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2983 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2985
3420 if (old == sum) 2986 if (old == sum)
3421 continue; 2987 continue;
3422 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2990 }
3425} 2991}
3426 2992
3427void 2993void
3428fix_luck (void) 2994fix_luck (void)
3429{ 2995{
3430 player *pl; 2996 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3435} 2999}
3436
3437 3000
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3441 */ 3004 */
3442
3443void 3005void
3444cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3445{ 3007{
3446 object *skop, *spob; 3008 object *skop, *spob;
3447 3009
3468 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3032
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3034
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3036}
3477 3037
3478void 3038void
3479make_visible (object *op) 3039make_visible (object *op)
3480{ 3040{
3483 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3484 { 3044 {
3485 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3487 } 3047 }
3048
3488 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3489} 3050}
3490 3051
3491int 3052int
3492is_true_undead (object *op) 3053is_true_undead (object *op)
3493{ 3054{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3056 return 1;
3498 3057
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3058 return 0;
3505} 3059}
3506 3060
3507/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3564 3118
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3120
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3571 { 3124 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3126 make_visible (op);
3574 return; 3127 return;
3575 } 3128 }
3576 else 3129 else
3577 num += 20; 3130 num += 20;
3578 } 3131
3579 num += op->map->difficulty; 3132 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3134 num -= hide;
3135
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3137 {
3584 make_visible (op); 3138 make_visible (op);
3585 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3141 }
3588 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3144}
3593 3145
3594/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3595 3147
3596int 3148int
3597stand_near_hostile (object *who) 3149stand_near_hostile (object *who)
3598{ 3150{
3599 object *tmp = NULL; 3151 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3152 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3153 maptile *m;
3602 sint16 x, y; 3154 sint16 x, y;
3603 3155
3604 if (!who) 3156 if (!who)
3605 return 0; 3157 return 0;
3606 3158
3623 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3624 continue; 3176 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3178 continue;
3627 3179
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3181 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3183 return 1;
3632 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3633 { 3185 {
3663 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3664 { 3216 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3218 return -1;
3667 } 3219 }
3220
3668 if (!pl || !op) 3221 if (!pl || !op)
3669 return 0; 3222 return 0;
3670 3223
3671 if (op->head)
3672 {
3673 op = op->head; 3224 op = op->head_ ();
3674 } 3225
3675 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3676 3227
3677 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3229 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3687 3238
3688 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3241 * for any meaningful values.
3691 */ 3242 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3246 return 1;
3696 op = op->more; 3247 op = op->more;
3697 } 3248 }
3698 return 0; 3249 return 0;
3699} 3250}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3348 int i = 0, j = 0;
3798 3349
3799 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3808 3359
3809 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3810 return; 3361 return;
3811 3362
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3364
3814 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3815 { 3366 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3368 return;
3818 } 3369 }
3819 3370
3885 { 3436 {
3886 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3438 object *skin;
3888 3439
3889 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3891 if (skin == NULL) 3445 if (!skin)
3892 return; 3446 return;
3893 3447
3894 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3450 {
3941 * not readied. 3495 * not readied.
3942 */ 3496 */
3943void 3497void
3944player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3945{ 3499{
3946 rangetype i; 3500 if (pl->combat_ob == ob)
3947
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3950 if (pl->ranges[i] == ob)
3951 {
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 } 3501 {
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0;
3504 }
3505
3506 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0;
3510 }
3959} 3511}
3512
3513sint8
3514player::visibility_at (maptile *map, int x, int y) const
3515{
3516 if (!ns)
3517 return 0;
3518
3519 int dx, dy;
3520 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3521 return 0;
3522
3523 x += dx - ns->current_x + ns->mapx / 2;
3524 y += dy - ns->current_y + ns->mapy / 2;
3525
3526 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3527 return 0;
3528
3529 return 100 - blocked_los [x][y];
3530}

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