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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 1.120 by root, Thu May 3 09:39:56 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_ob = ranged_ob = 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;
1765 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1460 * op = the shooter
1767 * type = bow->race 1461 * type = bow->race
1768 * dir = fire direction 1462 * dir = fire direction
1769 */ 1463 */
1770
1771object * 1464object *
1772pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1773{ 1466{
1774 object *tmp = NULL; 1467 object *tmp = NULL;
1775 mapstruct *m; 1468 maptile *m;
1776 int i, mflags, found, number; 1469 int i, mflags, found, number;
1777 sint16 x, y; 1470 sint16 x, y;
1778 1471
1779 if (op->map == NULL) 1472 if (op->map == NULL)
1780 return find_arrow (op, type); 1473 return find_arrow (op, type);
1840 */ 1533 */
1841int 1534int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1536{
1844 object *left, *bow; 1537 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1538 int bowspeed, mflags;
1847 mapstruct *m; 1539 maptile *m;
1848 1540
1849 if (!dir) 1541 if (!dir)
1850 { 1542 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1544 return 0;
1853 } 1545 }
1854 if (op->type == PLAYER) 1546
1855 bow = op->contr->ranges[range_bow]; 1547 if (player *pl = op->contr)
1548 {
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1856 else 1558 else
1857 { 1559 {
1858 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* 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. 1562 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1567 if (!bow)
1866 { 1568 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1570 return 0;
1869 } 1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1870 } 1580 }
1581
1871 if (!bow->race || !bow->skill) 1582 if (!bow->race || !bow->skill)
1872 { 1583 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1585 return 0;
1875 } 1586 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1589
1879 /* penalize ROF for bestarrow */ 1590 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1882 if (bowspeed < 1) 1594 if (bowspeed < 1)
1883 bowspeed = 1; 1595 bowspeed = 1;
1884 1596
1885 if (arrow == NULL) 1597 if (arrow == NULL)
1886 { 1598 {
1889 if (op->type == PLAYER) 1601 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1602 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 */ 1603 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1604 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1605 CLEAR_FLAG (op, FLAG_READY_BOW);
1606
1894 return 0; 1607 return 0;
1895 } 1608 }
1896 } 1609 }
1610
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1612 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1613 return 0;
1901 } 1614
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1616 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1618 return 0;
1906 } 1619 }
1907 1620
1908 /* this should not happen, but sometimes does */ 1621 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1622 if (arrow->nrof == 0)
1910 { 1623 {
1911 remove_ob (arrow); 1624 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1625 return 0;
1914 } 1626 }
1915 1627
1916 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1630 if (!arrow)
1920 { 1631 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1633 return 0;
1923 } 1634 }
1924 set_owner (arrow, op); 1635
1636 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1638 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1639
1931 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1932 { 1641 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1643 op->update_stats ();
1935 } 1644 }
1936 1645
1937 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1647
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1651
1941 if (arrow->slaying != NULL) 1652 if (arrow->slaying)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1653 arrow->spellarg = strdup (arrow->slaying);
1943 1654
1944 /* Note that this was different for monsters - they got their level 1655 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 1656
1950 /* update the speed */ 1657 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1658 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; 1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1660
1954 if (arrow->speed < 1.0) 1661 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1662 arrow->speed_left = 0;
1958 1663
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665
1959 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1960 { 1667 {
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; 1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = op->slaying;
1966 } 1673 }
1967 else 1674 else
1968 { 1675 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1676 arrow->level = op->level;
1677 arrow->stats.wc -= bow->magic;
1678
1679 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying;
1972 } 1681 }
1973 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 arrow->stats.wc -= arrow->level;
1684
1974 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL)
1976 arrow->slaying = bow->slaying;
1977 1686
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1689
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1692
1986 if (!was_destroyed (arrow, tag)) 1693 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1694 move_arrow (arrow);
1988 1695
1989 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1990 { 1697 {
1991 if (was_destroyed (left, left_tag)) 1698 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1993 else 1700 else
1994 esrv_send_item (op, left); 1701 esrv_send_item (op, left);
1995 } 1702 }
1703
1996 return 1; 1704 return 1;
1997} 1705}
1998 1706
1999/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1708 * account the special fire modes players can have
2008{ 1716{
2009 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
2010 1718
2011 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
2012 { 1720 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1722 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1724 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1726 wcmod = -1;
1727
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1729 }
2021 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
2022 { 1731 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2045 */ 1754 */
2046void 1755void
2047fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2048{ 1757{
2049 object *item; 1758 object *item = op->contr->ranged_ob;
2050 1759
2051 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2052 { 1761 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1763 return;
2055 } 1764 }
2056 1765
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1766 if (!item->inv)
2059 { 1767 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1769 return;
2062 } 1770 }
1771
2063 if (item->type == WAND) 1772 if (item->type == WAND)
2064 { 1773 {
2065 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2066 { 1775 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2093 1802
2094 if (item->arch) 1803 if (item->arch)
2095 { 1804 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2098 item->speed = 0; 1807 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1808 }
1809
2101 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1812 }
2104 } 1813 }
2105 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1815 drain_rod_charge (item);
2108 }
2109 } 1816 }
2110} 1817}
2111 1818
2112/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2113 */ 1820 */
2118 1825
2119 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2121 make_visible (op); 1828 make_visible (op);
2122 1829
2123 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
2124 { 1833 {
2125 case range_none: 1834 control_golem (op->contr->golem, dir);
2126 return; 1835 return;
1836 }
2127 1837
2128 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
2129 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
2130 return; 1847 break;
2131 1848
2132 case range_magic: /* Casting spells */ 1849 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1851 break;
2135 1852
2136 case range_misc: 1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1862 default:
2137 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
2138 return; 1864 break;
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
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1865 }
2167} 1866}
2168
2169
2170 1867
2171/* find_key 1868/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1869 * 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 1870 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1873 * pl is the player,
2177 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
2180 */ 1877 */
2181
2182object * 1878object *
2183find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
2184{ 1880{
2185 object *tmp, *key; 1881 object *tmp, *key;
2186 1882
2187 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1884 if (!container->inv)
2189 return NULL; 1885 return 0;
2190 1886
2191 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1889 {
2194 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1891 break;
2196 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
2198 */ 1894 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1896 break;
2201 } 1897 }
1898
2202 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1900 /* 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 1901 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1902 * a key, return
2206 */ 1903 */
2207 if (!tmp) 1904 if (!tmp)
2208 { 1905 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1907 {
2211 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1910 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
2215 return key; 1912 return key;
2216 } 1913 }
2217 } 1914 }
1915
2218 if (!tmp) 1916 if (!tmp)
2219 return NULL; 1917 return NULL;
2220 } 1918 }
1919
2221 /* We get down here if we have found a key. Now if its in a container, 1920 /* 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 1921 * see if we actually want to use it
2223 */ 1922 */
2224 if (pl != container) 1923 if (pl != container)
2225 { 1924 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 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)); 1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1947 return NULL;
2249 } 1948 }
2250 } 1949 }
1950
2251 return tmp; 1951 return tmp;
2252} 1952}
2253 1953
2254/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1957 * 0 otherwise
2258 */ 1958 */
2259static int 1959static int
2260player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2261{ 1961{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* 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 - 1963 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2266 */ 1965 */
2267 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2270 if (key) 1969 if (key)
2271 { 1970 {
2272 object *container = key->env; 1971 object *container = key->env;
2273 1972
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
2275 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2276 make_visible (op); 1976 make_visible (op);
1977
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1979 spring_trap (door->inv, op);
1980
2279 if (door->type == DOOR) 1981 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1983 else if (door->type == LOCKED_DOOR)
2284 { 1984 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1985 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 ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1987 }
1988
2288 /* Do this after we print the message */ 1989 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1990 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1991 /* Need to update the weight the container the key was in */
2291 if (container != op) 1992 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1993 esrv_update_item (UPD_WEIGHT, op, container);
1994
2293 return 1; /* Nothing more to do below */ 1995 return 1; /* Nothing more to do below */
2294 } 1996 }
2295 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2296 { 1998 {
2297 /* Might as well return now - no other way to open this */ 1999 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2001 return 1;
2300 } 2002 }
2003
2301 return 0; 2004 return 0;
2302} 2005}
2303 2006
2304/* This function is just part of a breakup from move_player. 2007/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2008 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2009 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2010 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2011 * going to try and move (not fire weapons).
2309 */ 2012 */
2310
2311void 2013void
2312move_player_attack (object *op, int dir) 2014move_player_attack (object *op, int dir)
2313{ 2015{
2314 object *tmp, *mon; 2016 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2017 int on_battleground;
2317 mapstruct *m; 2018 maptile *m;
2318 2019
2319 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2321 2022
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2323 2024
2324 /* If braced, or can't move to the square, and it is not out of the 2025 /* 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 2026 * 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 2027 * 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 2028 * player. This is a pretty nasty hack, because if we could
2332 */ 2033 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2035 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2037 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2338 if (!m) 2039 if (!m)
2339 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2340 } 2041 }
2341 else 2042 else
2342 m = op->map; 2043 m = op->map;
2343 2044
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 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; 2046 return;
2348 }
2349 2047
2350 mon = NULL; 2048 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* 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. 2050 * 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 2051 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2052 * on the space
2355 */ 2053 */
2356 while (tmp != NULL) 2054 while (tmp)
2357 { 2055 {
2358 if (tmp == op) 2056 if (tmp == op)
2359 { 2057 {
2360 tmp = tmp->above; 2058 tmp = tmp->above;
2361 continue; 2059 continue;
2362 } 2060 }
2061
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2063 {
2365 mon = tmp; 2064 mon = tmp;
2366 break; 2065 break;
2367 } 2066 }
2067
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2069 mon = tmp;
2070
2370 tmp = tmp->above; 2071 tmp = tmp->above;
2371 } 2072 }
2372 2073
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2075 return; /* into a wall */
2375 2076
2376 if (mon->head != NULL) 2077 if (mon->head)
2377 mon = mon->head; 2078 mon = mon->head;
2378 2079
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2381 return; 2082 return;
2393 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2394 */ 2095 */
2395 if ((op->type == PLAYER) 2096 if ((op->type == PLAYER)
2396#if COZY_SERVER 2097#if COZY_SERVER
2397 && 2098 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2099 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2101#else
2401 && get_owner (mon) == op 2102 && mon->owner == op
2402#endif 2103#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2105 {
2405 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2107 if (op->contr->braced)
2407 return; 2108 return;
2109
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2113 make_visible (op);
2114
2412 return; 2115 return;
2413 } 2116 }
2414 2117
2415 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2121 * attack them either.
2419 */ 2122 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2126 (op->contr->peaceful
2424 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2425 && mon->contr-> 2128 && mon->contr->
2426 peaceful)) && 2129 peaceful)) &&
2427#else 2130#else
2428 op->contr->peaceful && 2131 op->contr->peaceful &&
2429#endif 2132#endif
2430 !on_battleground)) 2133 !on_battleground))
2431 { 2134 {
2432 if (!op->contr->braced) 2135 if (!op->contr->braced)
2433 { 2136 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2436 } 2139 }
2437 else 2140 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2142
2441 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2144 make_visible (op);
2443 } 2145 }
2444 2146
2445 /* If the object is a boulder or other rollable object, then 2147 /* 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 2158 * 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: 2159 * 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 2160 * 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. 2161 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2162 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 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))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2165 {
2465 2166
2466 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2175
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2177 }
2477 2178
2478 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2479 2180
2480 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2184 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2187 {
2487 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2488 2189
2489 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2492 } 2193 }
2194
2493 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2494 make_visible (op); 2196 make_visible (op);
2495 } 2197 }
2496 } /* if player should attack something */ 2198 } /* if player should attack something */
2497} 2199}
2499int 2201int
2500move_player (object *op, int dir) 2202move_player (object *op, int dir)
2501{ 2203{
2502 int pick; 2204 int pick;
2503 2205
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2207 return 0;
2506 2208
2507 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2509 { 2211 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2213 return 0;
2512 } 2214 }
2513 2215
2514 /* peterm: added following line */ 2216 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2219
2518 op->facing = dir; 2220 op->facing = dir;
2519 2221
2520 if (op->hide) 2222 if (op->hide)
2521 do_hidden_move (op); 2223 do_hidden_move (op);
2532 2234
2533 /* Add special check for newcs players and fire on - this way, the 2235 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2236 * server can handle repeat firing.
2535 */ 2237 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2239 op->direction = dir;
2539 }
2540 else 2240 else
2541 {
2542 op->direction = 0; 2241 op->direction = 0;
2543 } 2242
2544 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2245 * for players.
2547 */ 2246 */
2548 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2558 */ 2257 */
2559int 2258int
2560handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2561{ 2260{
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)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2262 {
2584 flee_player (op); 2263 flee_player (op);
2585 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2266 {
2588 op->speed_left--; 2267 op->speed_left--;
2589 return 0; 2268 return 0;
2590 } 2269 }
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 } 2270 }
2604 2271
2605 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2274 * called, so we recheck it here.
2608 */ 2275 */
2609 HandleClient (&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2277 return 1;
2278
2610 if (op->speed_left < 0) 2279 if (op->speed_left > 0)
2611 return 0; 2280 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2282 {
2615 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2284 op->speed_left--;
2617 2285
2618 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2621 */ 2289 */
2622 move_player (op, op->direction); 2290 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2291
2624 return 1; 2292 return op->speed_left > 0;
2625 else 2293 }
2626 return 0;
2627 } 2294 }
2295
2628 return 0; 2296 return 0;
2629} 2297}
2630 2298
2631int 2299int
2632save_life (object *op) 2300save_life (object *op)
2633{ 2301{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2303 return 0;
2638 2304
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2307 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2308 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)); 2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310
2644 if (op->contr) 2311 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2312 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2313
2647 free_object (tmp); 2314 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2315 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316
2649 if (op->stats.hp < 0) 2317 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2319
2651 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2652 op->stats.food = 999; 2321 op->stats.food = 999;
2653 fix_player (op); 2322
2323 op->update_stats ();
2654 return 1; 2324 return 1;
2655 } 2325 }
2326
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2330 return 0;
2660} 2331}
2665 * from. 2336 * from.
2666 */ 2337 */
2667void 2338void
2668remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2669{ 2340{
2670 object *next;
2671
2672 while (op) 2341 while (op)
2673 { 2342 {
2674 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2344
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2346 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2685 } 2351 }
2686 else if (op->inv) 2352 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2354
2688 op = next; 2355 op = next;
2689 } 2356 }
2690} 2357}
2691
2692 2358
2693/* 2359/*
2694 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2376 else
2711 sprintf (buf, "%s\n", &op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2380 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2383 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2387 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2721 { 2389 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2392 strcat (buf2, buf);
2725 } 2393 }
2394
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2729 return buf2; 2399 return buf2;
2730} 2400}
2731
2732
2733 2401
2734void 2402void
2735do_some_living (object *op) 2403do_some_living (object *op)
2736{ 2404{
2737 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2411 int rate_grace = 2000;
2744 const int max_hp = 1; 2412 const int max_hp = 1;
2745 const int max_sp = 1; 2413 const int max_sp = 1;
2746 const int max_grace = 1; 2414 const int max_grace = 1;
2747 2415
2748 if (op->contr->outputs_sync) 2416 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 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2754 2434
2755 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2756 { 2436 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2441 else
2763 { 2442 {
2764 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2445 }
2446
2767 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2449 else
2770 { 2450 {
2771 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2453 }
2454
2774 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2457 else
2777 { 2458 {
2778 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2461 }
2781 2462
2782 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2465 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 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) 2467 if (op->stats.sp < op->stats.maxsp)
2787 { 2468 {
2788 op->stats.sp++; 2469 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2477 op->stats.food = last_food;
2797 } 2478 }
2798 } 2479 }
2480
2799 if (max_sp > 1) 2481 if (max_sp > 1)
2800 { 2482 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2484 if (over_sp > 0)
2803 { 2485 {
2804 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2805 { 2487 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2491 op->stats.sp--;
2492
2809 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2811 } 2495 }
2812 op->last_sp = 0; 2496 op->last_sp = 0;
2813 } 2497 }
2814 else 2498 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2500 }
2819 else 2501 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2503 }
2824 2504
2825 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2828 { 2508 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2831 if (max_grace > 1) 2512 if (max_grace > 1)
2832 { 2513 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2515 if (over_grace > 0)
2835 { 2516 {
2863 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2546 op->stats.food = last_food;
2866 } 2547 }
2867 } 2548 }
2549
2868 if (max_hp > 1) 2550 if (max_hp > 1)
2869 { 2551 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2553 if (over_hp > 0)
2872 { 2554 {
2896 2578
2897 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2581 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2901 /* dms do not consume food */ 2584 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2586 op->stats.food--;
2904 } 2587 }
2905 }
2906 2588
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2590 {
2909 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2910 2592
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2594 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2602 break;
2921 } 2603 }
2922 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2923 flesh = tmp; 2605 flesh = tmp;
2924 } /* End if paid for object */ 2606 } /* End if paid for object */
2925 } /* end of for loop */ 2607 } /* end of for loop */
2608
2926 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2610 * eat flesh instead.
2928 */ 2611 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2613 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2933 } 2616 }
2934 } /* end if player is starving */ 2617 }
2935 2618
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2938 2621
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2623 kill_player (op);
2624 }
2941} 2625}
2942
2943
2944 2626
2945/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2630 * file.
2952{ 2634{
2953 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2954 int x, y; 2636 int x, y;
2955 2637
2956 //int i; 2638 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2958 2640
2959 /* int z; 2641 /* int z;
2960 int num_stats_lose; 2642 int num_stats_lose;
2961 int lost_a_stat; 2643 int lost_a_stat;
2962 int lose_this_stat; 2644 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2662
2981 /* restore player */ 2663 /* restore player */
2982 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2666 {
2986 remove_ob (tmp); 2667 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2669 }
2990 2670
2991 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2673 {
2995 remove_ob (tmp); 2674 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2676 }
2999 2677
3000 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2681 op->stats.food = 999;
3004 2682
3005 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2685 {
3009 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2687 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2691 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2695 }
3020 2696
3021 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2699 op->contr->braced = 0;
3028 2704
3029 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
3030 2706
3031 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
3032 { 2708 {
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); 2709 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3042 } 2711 }
3043 else 2712 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); 2713 sprintf (buf, "%s died.", &op->name);
3053 } 2714
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2716
3056 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3057 x = op->x; 2718 x = op->x;
3058 y = op->y; 2719 y = op->y;
3059 map = op->map; 2720 map = op->map;
3060 2721
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3067 */ 2725 */
3068 2726
3069 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2729 * of death.
3072 */ 2730 */
3073#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3075 { 2733 {
3076 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2736 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2739 little bit harder. */
3082 /* GD */ 2740 /* GD */
3083 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2742 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2743 else
3089 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3090 num_stats_lose = 1; 2747 num_stats_lose = 1;
3091 } 2748
3092 lost_a_stat = 0; 2749 lost_a_stat = 0;
3093 2750
3094 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3095 { 2752 {
3096 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3097 2754
3098 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3099 { 2756 {
3100 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2758 * what he lost.
3102 */ 2759 */
3103 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3109 } 2778 }
3110 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3111 { 2781 {
3112 /* deplete a stat */ 2782 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3114 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3115 2785 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2786 {
3119 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3121 } 2789
3122 lose_this_stat = 1; 2790 /* 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) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2796 {
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; 2797 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2799 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 } 2800 }
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 */ 2801 else
3164 if (this_stat >= -50)
3165 { 2802 {
3166 change_attr_value (&(dep->stats), i, -1); 2803 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; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2808 }
3172 } 2809 }
3173 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3174 } 2829 }
2830 }
2831 }
3175 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2833 if (!lost_a_stat)
3177 { 2834 {
3178 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3181 2838
3182 if (god && (strcmp (god, "none"))) 2839 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); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2841 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2843 }
2844#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2846#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 2847
3190 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2849 * exp loss on the stone.
3192 */ 2850 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2853 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2855 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); 2856 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2857 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2860
3203 /**************************************/ 2861 /**************************************/
3204 /* */ 2862 /* */
3205 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3208 /* */ 2866 /* */
3209
3210 /**************************************/ 2867 /**************************************/
3211 2868
3212 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2870 /* restore player */
3214 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3216 if (tmp) 2874 if (tmp)
3217 { 2875 {
3218 remove_ob (tmp); 2876 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2878 }
3222 2879
3223 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2882 if (tmp)
3226 { 2883 {
3227 remove_ob (tmp); 2884 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2886 }
2887
3231 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3232 2889
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3236 op->stats.food = 900; 2893 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2897
3241 /* 2898 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3244 * in the map. 2901 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3249 2903
3250 /****************************************/ 2904 /****************************************/
3251 /* */ 2905 /* */
3252 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3254 /* */ 2908 /* */
3255
3256 /****************************************/ 2909 /****************************************/
3257 2910
3258 enter_player_savebed (op); 2911 enter_player_savebed (op);
3259 2912
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2913 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2914
3266 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2918 * on the space that might harm the player.
3270 */ 2919 */
3271 will_kill_again = 0; 2920 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3276 } 2924
3277 if (will_kill_again) 2925 if (will_kill_again)
3278 { 2926 {
3279 object *force; 2927 object *force;
3280 int at; 2928 int at;
3281 2929
3282 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2932 force->speed = 0.1;
3285 force->speed_left = -5.0; 2933 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2937 force->resist[at] = 100;
3291 } 2938
3292 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3293 fix_player (op); 2940 op->update_stats ();
3294 2941
3295 } 2942 }
3296 2943
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 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} 2945}
3366
3367 2946
3368void 2947void
3369loot_object (object *op) 2948loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3372 2951
3373 if (op->container) 2952 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2953
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3379 { 2955 {
3380 next = tmp->below; 2956 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3382 continue; 2959 continue;
3383 remove_ob (tmp); 2960
2961 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3385 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2966
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2968 {
3391 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3392 { 2970 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2972 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2974 }
3397 else 2975 else
3398 free_object (tmp); 2976 tmp->destroy ();
3399 } 2977 }
3400 else 2978 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2980 }
3403} 2981}
3405/* 2983/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2986 * was changed.
3409 */ 2987 */
3410
3411void 2988void
3412fix_weight (void) 2989fix_weight (void)
3413{ 2990{
3414 player *pl; 2991 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2992 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2994
3420 if (old == sum) 2995 if (old == sum)
3421 continue; 2996 continue;
3422 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2999 }
3425} 3000}
3426 3001
3427void 3002void
3428fix_luck (void) 3003fix_luck (void)
3429{ 3004{
3430 player *pl; 3005 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3435} 3008}
3436
3437 3009
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3441 */ 3013 */
3442
3443void 3014void
3444cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3445{ 3016{
3446 object *skop, *spob; 3017 object *skop, *spob;
3447 3018
3468 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3041
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3043
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3045}
3477 3046
3478void 3047void
3479make_visible (object *op) 3048make_visible (object *op)
3480{ 3049{
3483 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3484 { 3053 {
3485 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3487 } 3056 }
3057
3488 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3489} 3059}
3490 3060
3491int 3061int
3492is_true_undead (object *op) 3062is_true_undead (object *op)
3493{ 3063{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3065 return 1;
3498 3066
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; 3067 return 0;
3505} 3068}
3506 3069
3507/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3564 3127
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3129
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3571 { 3133 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3135 make_visible (op);
3574 return; 3136 return;
3575 } 3137 }
3576 else 3138 else
3577 num += 20; 3139 num += 20;
3578 } 3140
3579 num += op->map->difficulty; 3141 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3143 num -= hide;
3144
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3146 {
3584 make_visible (op); 3147 make_visible (op);
3585 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3150 }
3588 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3153}
3593 3154
3594/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3595 3156
3596int 3157int
3597stand_near_hostile (object *who) 3158stand_near_hostile (object *who)
3598{ 3159{
3599 object *tmp = NULL; 3160 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3162 maptile *m;
3602 sint16 x, y; 3163 sint16 x, y;
3603 3164
3604 if (!who) 3165 if (!who)
3605 return 0; 3166 return 0;
3606 3167
3623 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3624 continue; 3185 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3187 continue;
3627 3188
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3190 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3192 return 1;
3632 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3633 { 3194 {
3663 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3664 { 3225 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3227 return -1;
3667 } 3228 }
3229
3668 if (!pl || !op) 3230 if (!pl || !op)
3669 return 0; 3231 return 0;
3670 3232
3671 if (op->head)
3672 {
3673 op = op->head; 3233 op = op->head_ ();
3674 } 3234
3675 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3676 3236
3677 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3238 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3687 3247
3688 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3250 * for any meaningful values.
3691 */ 3251 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3255 return 1;
3696 op = op->more; 3256 op = op->more;
3697 } 3257 }
3698 return 0; 3258 return 0;
3699} 3259}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3357 int i = 0, j = 0;
3798 3358
3799 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3808 3368
3809 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3810 return; 3370 return;
3811 3371
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3373
3814 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3815 { 3375 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3377 return;
3818 } 3378 }
3819 3379
3885 { 3445 {
3886 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3447 object *skin;
3888 3448
3889 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 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); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3891 if (skin == NULL) 3454 if (!skin)
3892 return; 3455 return;
3893 3456
3894 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3459 {
3941 * not readied. 3504 * not readied.
3942 */ 3505 */
3943void 3506void
3944player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3945{ 3508{
3946 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3947 3511
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3949 { 3513 pl->combat_ob = 0;
3514
3950 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3951 { 3516 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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