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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.101 by root, Mon Jan 29 16:11:48 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) != NULL)
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", "%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 }
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", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
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}
310
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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
209// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings
211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
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 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359}
360
361player::~player ()
362{
363 /* Clear item stack */
364 free (stack_items);
365}
366
321/* Tries to add player on the connection passwd in ns. 367/* 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 368 * All we can really get in this is some settings like host and display
323 * mode. 369 * mode.
324 */ 370 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 371player *
372player::create ()
373{
374 player *pl = new player;
330 375
331 p = get_player (NULL); 376 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 377 set_first_map (pl->ob);
345 378
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 379 return pl;
354} 380}
355 381
356/* 382/*
357 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
367 { 393 {
368 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
369 at = first_archetype; 395 at = first_archetype;
370 else 396 else
371 at = at->next; 397 at = at->next;
398
372 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
373 return at; 400 return at;
401
374 if (at == start) 402 if (at == start)
375 { 403 {
376 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 405 exit (-1);
378 } 406 }
379 } 407 }
380} 408}
381 409
382
383object * 410object *
384get_nearest_player (object *mon) 411get_nearest_player (object *mon)
385{ 412{
386 object *op = NULL; 413 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 414 objectlink *ol;
389 unsigned lastdist; 415 unsigned lastdist;
390 rv_vector rv; 416 rv_vector rv;
391 417
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 419 {
394 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 427 object *tmp = ol->ob;
402 428
403 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 430 * itself will have been cleared.
405 */ 431 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
407 ol = ol->next; 434 ol = ol->next;
408 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
409 if (!ol) 436 if (!ol)
410 return op; 437 return op;
411 } 438 }
424 { 451 {
425 op = ol->ob; 452 op = ol->ob;
426 lastdist = rv.distance; 453 lastdist = rv.distance;
427 } 454 }
428 } 455 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 456
430 { 457 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
435 { 460 {
436 op = pl->ob; 461 op = pl->ob;
437 lastdist = rv.distance; 462 lastdist = rv.distance;
438 } 463 }
439 } 464
440 }
441#if 0 465#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 467#endif
444 return op; 468 return op;
445} 469}
463 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 489 * is probably not a good thing.
466 */ 490 */
467#define MAX_SPACES 50 491#define MAX_SPACES 50
468
469 492
470/* 493/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 527 x = mon->x;
505 y = mon->y; 528 y = mon->y;
506 m = mon->map; 529 m = mon->map;
507 dir = rv.direction; 530 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
510 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 535 if (diff > max)
512 return 0; 536 return 0;
537
513 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
514 { 539 {
515 lastx = x; 540 lastx = x;
516 lasty = y; 541 lasty = y;
517 lastmap = m; 542 lastmap = m;
599 max--; 624 max--;
600 lastdir = dir; 625 lastdir = dir;
601 if (!firstdir) 626 if (!firstdir)
602 firstdir = dir; 627 firstdir = dir;
603 } 628 }
629
604 if (diff <= 1) 630 if (diff <= 1)
605 { 631 {
606 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 633 * headed toward player for entire distance.
608 */ 634 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 637 }
638
612 if (diff > max) 639 if (diff > max)
613 return 0; 640 return 0;
614 } 641 }
642
615 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
616 if (!max) 644 if (!max)
617 return 0; 645 return 0;
618 646
619 return firstdir; 647 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 674 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 675 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 676 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 678 {
651 remove_ob (op); 679 op->destroy ();
652 free_object (op);
653 continue; 680 continue;
654 } 681 }
655 } 682 }
656 683
657 /* This really needs to be better - we should really give 684 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 695 if (tmp->type == op->type && tmp->name == op->name)
669 break; 696 break;
670 697
671 if (tmp) 698 if (tmp)
672 { 699 {
673 remove_ob (op); 700 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 702 continue;
677 } 703 }
704
678 if (op->nrof > 1) 705 if (op->nrof > 1)
679 op->nrof = 1; 706 op->nrof = 1;
680 } 707 }
681 708
682 if (op->type == SPELLBOOK && op->inv) 709 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 721 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 722 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 723 }
697 if (op->type == SPELL) 724 if (op->type == SPELL)
698 { 725 {
699 remove_ob (op); 726 op->destroy ();
700 free_object (op);
701 continue; 727 continue;
702 } 728 }
703 else if (op->type == SKILL) 729 else if (op->type == SKILL)
704 { 730 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 731 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
715 link_player_skills (pl); 741 link_player_skills (pl);
716} 742}
717 743
718void 744void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 745get_party_password (object *op, partylist *party)
803{ 746{
804 if (party == NULL) 747 if (party == NULL)
805 { 748 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 750 return;
808 } 751 }
752
809 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 757}
814
815 758
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 760static int
818roll_stat (void) 761roll_stat (void)
819{ 762{
820 int a[4], i, j, k; 763 int a[4], i, j, k;
821 764
822 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
824 767
825 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 769 if (a[i] < k)
827 k = a[i], j = i; 770 k = a[i], j = i;
828 771
829 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 773 if (i != j)
832 k += a[i]; 774 k += a[i];
833 } 775
834 return k; 776 return k;
835} 777}
836 778
837void 779void
838roll_stats (object *op) 780object::roll_stats ()
839{ 781{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 782 int statsort [7];
843 783
844 do 784 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 785 {
855 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
856 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
857 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 796
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
890 804
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 805 stats.exp = 0;
902 op->stats.ac = 0; 806 stats.ac = 0;
903 807
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 808 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
912 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
913} 820}
914 821
915void 822void
916Roll_Again (object *op) 823object::swap_stats (int a, int b)
917{ 824{
918 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 828
923void 829 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
925{ 861{
926 signed char tmp;
927 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
928 863
929 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 868}
1044 869
1045/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1049 * not the class. 874 * not the class.
1050 */ 875 */
1051
1052int 876int
1053key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1054{ 878{
1055 int tmp_loop; 879 int tmp_loop;
1056 880
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1064 { 882 {
1065 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1066 884
1067 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 886 esrv_new_player (op->contr, op->weight + op->carrying);
887
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 888 treasurelist *tl = find_treasurelist ("starting_wealth");
889 if (tl)
890 create_treasure (tl, op, 0, 0, 0);
1070 891
1071 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1073 894
1074 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1075 896
1076 if (op->msg) 897 if (op->msg)
1077 op->msg = NULL; 898 op->msg = NULL;
1078 899
1079 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1080 * to save here. 901 * to save here.
1081 */ 902 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 904 make_path_to_file (buf);
1084 905
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 906 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 909 link_player_skills (op);
1092 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
1093 fix_player (op); 911 op->update_stats ();
1094 912
1095 /* This moves the player to a different start map, if there 913 /* This moves the player to a different start map, if there
1096 * is one for this race 914 * is one for this race
1097 */ 915 */
1098 if (*first_map_ext_path) 916 if (*first_map_ext_path)
1099 { 917 {
1100 object *tmp; 918 object *tmp;
1101 char mapname[MAX_BUF]; 919 char mapname[MAX_BUF];
1102 920
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 922 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 923 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 924 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 925 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 926 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 927 * if the map isn't there, then stay on the
1110 * default initial map */ 928 * default initial map */
1111 free_object (tmp); 929 tmp->destroy ();
1112 } 930 }
1113 else 931 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 932 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 933
1117 return 0; 934 return 0;
1118 } 935 }
1119 936
1120 /* Following actually changes the race - this is the default command 937 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 938 * if we don't match with one of the options above.
1125 while (!tmp_loop) 942 while (!tmp_loop)
1126 { 943 {
1127 shstr name = op->name; 944 shstr name = op->name;
1128 int x = op->x, y = op->y; 945 int x = op->x, y = op->y;
1129 946
1130 remove_statbonus (op); 947 op->remove_statbonus ();
1131 remove_ob (op); 948 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 949 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 950 op->arch->clone.copy_to (op);
1134 op->instantiate (); 951 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 952 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 953 op->name = op->name_pl = name;
1137 op->x = x; 954 op->x = x;
1138 op->y = y; 955 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 956 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 957 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 958 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 959 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 960 tmp_loop = allowed_class (op);
1144 } 961 }
1145 962
1146 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 964 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 965 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 966 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 967 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 968 op->stats.grace = 0;
1152 969
1153 if (op->msg) 970 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 972
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 974 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 975}
1208 976
1209void 977void
1210flee_player (object *op) 978flee_player (object *op)
1211{ 979{
1241 { 1009 {
1242 op->enemy = NULL; 1010 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1012 return;
1245 } 1013 }
1014
1246 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1247 1016
1248 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1250 { 1019 {
1251 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1252 1021
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1023 return;
1256 }
1257 } 1024 }
1025
1258 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1028 op->enemy = NULL;
1261} 1029}
1262 1030
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1118 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1123 }
1124
1384 /* philosophy: 1125 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1126 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1127 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1130 * example.
1390 * The drawback: right now it has no frontend, so you need to 1131 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1132 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1167 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1168 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1169 if (tmp->type == FOOD)
1429 { 1170 {
1430 pick_up (op, tmp); 1171 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1172 continue;
1434 } 1173 }
1174
1435 if (op->contr->mode & PU_DRINK) 1175 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1177 {
1438 pick_up (op, tmp); 1178 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1179 continue;
1442 } 1180 }
1443 1181
1444 if (op->contr->mode & PU_POTION) 1182 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1183 if (tmp->type == POTION)
1446 { 1184 {
1447 pick_up (op, tmp); 1185 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1186 continue;
1451 } 1187 }
1452 1188
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1189 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1190 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1191 if (tmp->type == SPELLBOOK)
1456 { 1192 {
1457 pick_up (op, tmp); 1193 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1194 continue;
1461 } 1195 }
1196
1462 if (op->contr->mode & PU_SKILLSCROLL) 1197 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1198 if (tmp->type == SKILLSCROLL)
1464 { 1199 {
1465 pick_up (op, tmp); 1200 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1201 continue;
1469 } 1202 }
1203
1470 if (op->contr->mode & PU_READABLES) 1204 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1206 {
1473 pick_up (op, tmp); 1207 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1208 continue;
1477 } 1209 }
1478 1210
1479 /* wands/staves/rods/horns */ 1211 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1214 {
1483 pick_up (op, tmp); 1215 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1216 continue;
1487 } 1217 }
1488 1218
1489 /* pick up all magical items */ 1219 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1220 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1222 {
1493 pick_up (op, tmp); 1223 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1224 continue;
1497 } 1225 }
1498 1226
1499 if (op->contr->mode & PU_VALUABLES) 1227 if (op->contr->mode & PU_VALUABLES)
1500 { 1228 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1229 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1230 {
1503 pick_up (op, tmp); 1231 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1232 continue;
1507 } 1233 }
1508 } 1234 }
1509 1235
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1236 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1237 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1238 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1239 {
1514 pick_up (op, tmp); 1240 pick_up (op, tmp);
1241 continue;
1515 if (0) 1242 }
1516 fprintf (stderr, "JEWELS\n"); 1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1517 continue; 1249 continue;
1518 } 1250 }
1519 1251
1520 /* bows and arrows. Bows are good for selling! */ 1252 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1253 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1254 if (tmp->type == BOW)
1523 { 1255 {
1524 pick_up (op, tmp); 1256 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1257 continue;
1528 } 1258 }
1259
1529 if (op->contr->mode & PU_ARROW) 1260 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1261 if (tmp->type == ARROW)
1531 { 1262 {
1532 pick_up (op, tmp); 1263 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1264 continue;
1536 } 1265 }
1537 1266
1538 /* all kinds of armor etc. */ 1267 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1268 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1269 if (tmp->type == ARMOUR)
1541 { 1270 {
1542 pick_up (op, tmp); 1271 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1272 continue;
1546 } 1273 }
1274
1547 if (op->contr->mode & PU_HELMET) 1275 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1276 if (tmp->type == HELMET)
1549 { 1277 {
1550 pick_up (op, tmp); 1278 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1279 continue;
1554 } 1280 }
1281
1555 if (op->contr->mode & PU_SHIELD) 1282 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1283 if (tmp->type == SHIELD)
1557 { 1284 {
1558 pick_up (op, tmp); 1285 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1286 continue;
1562 } 1287 }
1288
1563 if (op->contr->mode & PU_BOOTS) 1289 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1290 if (tmp->type == BOOTS)
1565 { 1291 {
1566 pick_up (op, tmp); 1292 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1293 continue;
1570 } 1294 }
1295
1571 if (op->contr->mode & PU_GLOVES) 1296 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1297 if (tmp->type == GLOVES)
1573 { 1298 {
1574 pick_up (op, tmp); 1299 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1300 continue;
1578 } 1301 }
1302
1579 if (op->contr->mode & PU_CLOAK) 1303 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1304 if (tmp->type == CLOAK)
1581 { 1305 {
1582 pick_up (op, tmp); 1306 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1307 continue;
1586 } 1308 }
1587 1309
1588 /* hoping to catch throwing daggers here */ 1310 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1311 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1313 {
1592 pick_up (op, tmp); 1314 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1315 continue;
1596 } 1316 }
1597 1317
1598 /* careful: chairs and tables are weapons! */ 1318 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1319 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1322 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1325 {
1606 pick_up (op, tmp); 1326 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1327 continue;
1610 } 1328 }
1611 } 1329 }
1330
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1331 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1332 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1334 {
1616 pick_up (op, tmp); 1335 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1336 continue;
1620 } 1337 }
1621 } 1338 }
1622 } 1339 }
1623 1340
1624 /* misc stuff that's useful */ 1341 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1342 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1344 {
1628 pick_up (op, tmp); 1345 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1346 continue;
1632 } 1347 }
1633 1348
1634 /* any of the last 4 bits set means we use the ratio for value 1349 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1350 * pickups */
1657 continue; 1372 continue;
1658 } 1373 }
1659 } 1374 }
1660 } /* the new pickup model */ 1375 } /* the new pickup model */
1661 } 1376 }
1377
1662 return !stop; 1378 return !stop;
1663} 1379}
1664 1380
1665/* 1381/*
1666 * Find an arrow in the inventory and after that 1382 * Find an arrow in the inventory and after that
1843 if (!dir) 1559 if (!dir)
1844 { 1560 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1562 return 0;
1847 } 1563 }
1564
1848 if (op->type == PLAYER) 1565 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1566 bow = op->contr->ranges[range_bow];
1850 else 1567 else
1851 { 1568 {
1852 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1860 { 1577 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1579 return 0;
1863 } 1580 }
1864 } 1581 }
1582
1865 if (!bow->race || !bow->skill) 1583 if (!bow->race || !bow->skill)
1866 { 1584 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1586 return 0;
1869 } 1587 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1590
1873 /* penalize ROF for bestarrow */ 1591 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1876 if (bowspeed < 1) 1595 if (bowspeed < 1)
1877 bowspeed = 1; 1596 bowspeed = 1;
1878 1597
1879 if (arrow == NULL) 1598 if (arrow == NULL)
1880 { 1599 {
1886 else 1605 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1606 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1607 return 0;
1889 } 1608 }
1890 } 1609 }
1610
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1612 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1613 return 0;
1895 } 1614
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1616 {
1898 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.");
1899 return 0; 1618 return 0;
1900 } 1619 }
1901 1620
1902 /* this should not happen, but sometimes does */ 1621 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1622 if (arrow->nrof == 0)
1904 { 1623 {
1905 remove_ob (arrow); 1624 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1625 return 0;
1908 } 1626 }
1909 1627
1910 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1630 if (!arrow)
1913 { 1631 {
1914 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);
1915 return 0; 1633 return 0;
1916 } 1634 }
1917 set_owner (arrow, op); 1635
1636 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1638 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1639
1924 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1925 { 1641 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1643 op->update_stats ();
1928 } 1644 }
1929 1645
1930 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1648 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1649 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1650 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1651 arrow->spellarg = strdup (arrow->slaying);
1936 1652
1937 /* Note that this was different for monsters - they got their level 1653 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper. 1654 * added to the damage. I think the strength bonus is more proper.
1939 */ 1655 */
1940 1656
1942 1658
1943 /* update the speed */ 1659 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1662
1947 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1951 1665
1952 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1953 { 1667 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1678 }
1965 1679
1966 if (arrow->attacktype == AT_PHYSICAL) 1680 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1968 1682
1969 if (bow->slaying != NULL) 1683 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1971 1685
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1688
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1978 1691
1979 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1693 move_arrow (arrow);
1981 1694
1982 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
2008 } 1721 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1723 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1725 wcmod = -1;
1726
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1728 }
2015 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
2016 { 1730 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2087 1801
2088 if (item->arch) 1802 if (item->arch)
2089 { 1803 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2092 item->speed = 0; 1806 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1807 }
1808
2095 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1811 }
2098 } 1812 }
2099 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1814 drain_rod_charge (item);
2102 }
2103 } 1815 }
2104} 1816}
2105 1817
2106/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2107 */ 1819 */
2130 case range_misc: 1842 case range_misc:
2131 fire_misc_object (op, dir); 1843 fire_misc_object (op, dir);
2132 return; 1844 return;
2133 1845
2134 case range_golem: /* Control summoned monsters from scrolls */ 1846 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1848 {
2137 op->contr->ranges[range_golem] = NULL; 1849 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1850 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1851 }
2141 else 1852 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1853 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1854 return;
2144 1855
2147 { 1858 {
2148 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return; 1861 return;
2151 } 1862 }
1863
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return; 1865 return;
2154 case range_builder: 1866 case range_builder:
2155 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
2156 return; 1868 return;
2157 default: 1869 default:
2251 * 0 otherwise 1963 * 0 otherwise
2252 */ 1964 */
2253static int 1965static int
2254player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2255{ 1967{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2260 */ 1971 */
2261 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2303 */ 2014 */
2304
2305void 2015void
2306move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2307{ 2017{
2308 object *tmp, *mon; 2018 object *tmp, *mon;
2309 sint16 nx, ny; 2019 sint16 nx, ny;
2311 maptile *m; 2021 maptile *m;
2312 2022
2313 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2315 2025
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2317 2027
2318 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2326 */ 2036 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2038 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2040 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2332 if (!m) 2042 if (!m)
2333 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2334 } 2044 }
2335 else 2045 else
2336 m = op->map; 2046 m = op->map;
2337 2047
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 2049 return;
2342 }
2343 2050
2344 mon = NULL; 2051 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2055 * on the space
2349 */ 2056 */
2350 while (tmp != NULL) 2057 while (tmp)
2351 { 2058 {
2352 if (tmp == op) 2059 if (tmp == op)
2353 { 2060 {
2354 tmp = tmp->above; 2061 tmp = tmp->above;
2355 continue; 2062 continue;
2365 mon = tmp; 2072 mon = tmp;
2366 2073
2367 tmp = tmp->above; 2074 tmp = tmp->above;
2368 } 2075 }
2369 2076
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2078 return; /* into a wall */
2372 2079
2373 if (mon->head != NULL) 2080 if (mon->head)
2374 mon = mon->head; 2081 mon = mon->head;
2375 2082
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2378 return; 2085 return;
2390 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2391 */ 2098 */
2392 if ((op->type == PLAYER) 2099 if ((op->type == PLAYER)
2393#if COZY_SERVER 2100#if COZY_SERVER
2394 && 2101 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2102 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2104#else
2398 && get_owner (mon) == op 2105 && mon->owner == op
2399#endif 2106#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2108 {
2402 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2110 if (op->contr->braced)
2404 return; 2111 return;
2112
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2116 make_visible (op);
2117
2409 return; 2118 return;
2410 } 2119 }
2411 2120
2412 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2124 * attack them either.
2416 */ 2125 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2129 (op->contr->peaceful
2421 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2422 && mon->contr-> 2131 && mon->contr->
2423 peaceful)) && 2132 peaceful)) &&
2424#else 2133#else
2425 op->contr->peaceful && 2134 op->contr->peaceful &&
2426#endif 2135#endif
2427 !on_battleground)) 2136 !on_battleground))
2428 { 2137 {
2429 if (!op->contr->braced) 2138 if (!op->contr->braced)
2430 { 2139 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2433 } 2142 }
2434 else 2143 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2145
2438 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2147 make_visible (op);
2440 } 2148 }
2441 2149
2442 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2453 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2165 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2168 {
2462 2169
2463 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2178
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2180 }
2474 2181
2475 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2476 2183
2477 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2187 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2190 {
2484 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2485 2192
2486 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2489 } 2196 }
2197
2490 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2491 make_visible (op); 2199 make_visible (op);
2492 } 2200 }
2493 } /* if player should attack something */ 2201 } /* if player should attack something */
2494} 2202}
2496int 2204int
2497move_player (object *op, int dir) 2205move_player (object *op, int dir)
2498{ 2206{
2499 int pick; 2207 int pick;
2500 2208
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2210 return 0;
2503 2211
2504 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2506 { 2214 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2216 return 0;
2509 } 2217 }
2510 2218
2511 /* peterm: added following line */ 2219 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2222
2515 op->facing = dir; 2223 op->facing = dir;
2516 2224
2517 if (op->hide) 2225 if (op->hide)
2518 do_hidden_move (op); 2226 do_hidden_move (op);
2529 2237
2530 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2239 * server can handle repeat firing.
2532 */ 2240 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2242 op->direction = dir;
2536 }
2537 else 2243 else
2538 {
2539 op->direction = 0; 2244 op->direction = 0;
2540 } 2245
2541 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2248 * for players.
2544 */ 2249 */
2545 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2590 /* I've been seeing crashes where the golem has been destroyed, but 2295 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that 2296 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so 2297 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer. 2298 * put this in a a workaround to clean up the golem pointer.
2594 */ 2299 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2301 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2302
2602 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2305 * called, so we recheck it here.
2605 */ 2306 */
2606 HandleClient (&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2607 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2608 return 0; 2311 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2313 {
2612 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2315 op->speed_left--;
2614 2316
2615 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2618 */ 2320 */
2619 move_player (op, op->direction); 2321 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2322
2621 return 1; 2323 return op->speed_left > 0;
2622 else 2324 }
2623 return 0;
2624 } 2325 }
2326
2625 return 0; 2327 return 0;
2626} 2328}
2627 2329
2628int 2330int
2629save_life (object *op) 2331save_life (object *op)
2630{ 2332{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2334 return 0;
2635 2335
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2338 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341
2641 if (op->contr) 2342 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2344
2644 free_object (tmp); 2345 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2646 if (op->stats.hp < 0) 2348 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2648 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2649 op->stats.food = 999; 2352 op->stats.food = 999;
2650 fix_player (op); 2353
2354 op->update_stats ();
2651 return 1; 2355 return 1;
2652 } 2356 }
2357
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2361 return 0;
2657} 2362}
2666{ 2371{
2667 object *next; 2372 object *next;
2668 2373
2669 while (op) 2374 while (op)
2670 { 2375 {
2671 next = op->below; /* Make sure we have a good value, in case 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2377
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2379 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2682 } 2384 }
2683 else if (op->inv) 2385 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2685 op = next; 2388 op = next;
2686 } 2389 }
2687} 2390}
2688
2689 2391
2690/* 2392/*
2691 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2409 else
2708 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2413 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2416 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2420 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2718 { 2422 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2425 strcat (buf2, buf);
2722 } 2426 }
2427
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2726 return buf2; 2432 return buf2;
2727} 2433}
2728
2729
2730 2434
2731void 2435void
2732do_some_living (object *op) 2436do_some_living (object *op)
2733{ 2437{
2734 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2743 const int max_grace = 1; 2447 const int max_grace = 1;
2744 2448
2745 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2746 { 2450 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2454 }
2751 2455
2752 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2753 { 2457 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2462 else
2760 { 2463 {
2761 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2466 }
2467
2764 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2470 else
2767 { 2471 {
2768 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2474 }
2475
2771 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2478 else
2774 { 2479 {
2775 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2498 op->stats.food = last_food;
2794 } 2499 }
2795 } 2500 }
2501
2796 if (max_sp > 1) 2502 if (max_sp > 1)
2797 { 2503 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2505 if (over_sp > 0)
2800 { 2506 {
2801 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2802 { 2508 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2512 op->stats.sp--;
2513
2806 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2808 } 2516 }
2809 op->last_sp = 0; 2517 op->last_sp = 0;
2810 } 2518 }
2811 else 2519 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2521 }
2816 else 2522 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2524 }
2821 2525
2822 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2825 { 2529 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2828 if (max_grace > 1) 2533 if (max_grace > 1)
2829 { 2534 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2536 if (over_grace > 0)
2832 { 2537 {
2860 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2567 op->stats.food = last_food;
2863 } 2568 }
2864 } 2569 }
2570
2865 if (max_hp > 1) 2571 if (max_hp > 1)
2866 { 2572 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2574 if (over_hp > 0)
2869 { 2575 {
2893 2599
2894 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2602 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2898 /* dms do not consume food */ 2605 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2607 op->stats.food--;
2901 } 2608 }
2902 }
2903 2609
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2611 {
2906 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2907 2613
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2615 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2623 break;
2918 } 2624 }
2919 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2920 flesh = tmp; 2626 flesh = tmp;
2921 } /* End if paid for object */ 2627 } /* End if paid for object */
2922 } /* end of for loop */ 2628 } /* end of for loop */
2629
2923 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2631 * eat flesh instead.
2925 */ 2632 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2634 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2930 } 2637 }
2931 } /* end if player is starving */ 2638 }
2932 2639
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2935 2642
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2644 kill_player (op);
2645 }
2938} 2646}
2939
2940
2941 2647
2942/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2651 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2683
2978 /* restore player */ 2684 /* restore player */
2979 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2687 {
2983 remove_ob (tmp); 2688 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2690 }
2987 2691
2988 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2694 {
2992 remove_ob (tmp); 2695 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2697 }
2996 2698
2997 cure_disease (op, 0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2702 op->stats.food = 999;
3001 2703
3002 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2706 {
3006 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2708 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2712 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2716 }
3017 2717
3018 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2720 op->contr->braced = 0;
3025 2725
3026 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
3027 2727
3028 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
3029 { 2729 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
3039 } 2732 }
3040 else 2733 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3050 } 2735
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2737
3053 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3054 x = op->x; 2739 x = op->x;
3055 y = op->y; 2740 y = op->y;
3056 map = op->map; 2741 map = op->map;
3057 2742
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
3064 */ 2746 */
3065 2747
3066 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2750 * of death.
3069 */ 2751 */
3070#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3072 { 2754 {
3073 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2757 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2760 little bit harder. */
3079 /* GD */ 2761 /* GD */
3080 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2763 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2764 else
3086 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3087 num_stats_lose = 1; 2768 num_stats_lose = 1;
3088 } 2769
3089 lost_a_stat = 0; 2770 lost_a_stat = 0;
3090 2771
3091 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3092 { 2773 {
3093 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3094 2775
3095 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3096 { 2777 {
3097 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2779 * what he lost.
3099 */ 2780 */
3100 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2786 lost_a_stat = 1;
2787 }
2788 else
2789 {
2790 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion");
2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2796 {
2797 dep = arch_to_object (deparch);
2798 insert_ob_in_ob (dep, op);
3106 } 2799 }
3107 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3108 { 2802 {
3109 /* deplete a stat */ 2803 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3111 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3112 2806 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2807 {
3116 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3118 } 2810
3119 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2817 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2818 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2820 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2821 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2822 else
3161 if (this_stat >= -50)
3162 { 2823 {
3163 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2829 }
3169 } 2830 }
3170 } 2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2843 {
2844 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats ();
2848 lost_a_stat = 1;
2849 }
3171 } 2850 }
2851 }
2852 }
3172 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2854 if (!lost_a_stat)
3174 { 2855 {
3175 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3178 2859
3179 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2862 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2864 }
2865#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2867#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2868
3187 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2870 * exp loss on the stone.
3189 */ 2871 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2874 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3195 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); 2877 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);
3196 tmp->msg = buf; 2878 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2881
3200 /**************************************/ 2882 /**************************************/
3201 /* */ 2883 /* */
3202 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3205 /* */ 2887 /* */
3206
3207 /**************************************/ 2888 /**************************************/
3208 2889
3209 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2891 /* restore player */
3211 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
2894
3213 if (tmp) 2895 if (tmp)
3214 { 2896 {
3215 remove_ob (tmp); 2897 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2899 }
3219 2900
3220 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2903 if (tmp)
3223 { 2904 {
3224 remove_ob (tmp); 2905 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2907 }
2908
3228 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3229 2910
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3233 op->stats.food = 900; 2914 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2918
3238 /* 2919 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
3240 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
3241 * in the map. 2922 * in the map.
3242 */ 2923 */
3243 2924
3244 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3246 2927
3247 /****************************************/ 2928 /****************************************/
3248 /* */ 2929 /* */
3249 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3251 /* */ 2932 /* */
3252
3253 /****************************************/ 2933 /****************************************/
3254 2934
3255 enter_player_savebed (op); 2935 enter_player_savebed (op);
3256 2936
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2937 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2938
3263 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2942 * on the space that might harm the player.
3267 */ 2943 */
3268 will_kill_again = 0; 2944 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3273 } 2948
3274 if (will_kill_again) 2949 if (will_kill_again)
3275 { 2950 {
3276 object *force; 2951 object *force;
3277 int at; 2952 int at;
3278 2953
3279 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2956 force->speed = 0.1;
3282 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2961 force->resist[at] = 100;
3288 } 2962
3289 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3290 fix_player (op); 2964 op->update_stats ();
3291 2965
3292 } 2966 }
3293 2967
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 2969}
3363
3364 2970
3365void 2971void
3366loot_object (object *op) 2972loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3369 2975
3370 if (op->container) 2976 if (op->container)
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3373 }
3374 2978
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3376 { 2980 {
3377 next = tmp->below; 2981 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3379 continue; 2984 continue;
3380 remove_ob (tmp); 2985
2986 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3382 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2989 { /* empty container to ground */
3384 loot_object (tmp); 2990 loot_object (tmp);
3385 } 2991 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2993 {
3388 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3389 { 2995 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2997 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2999 }
3394 else 3000 else
3395 free_object (tmp); 3001 tmp->destroy ();
3396 } 3002 }
3397 else 3003 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 3005 }
3400} 3006}
3406 */ 3012 */
3407 3013
3408void 3014void
3409fix_weight (void) 3015fix_weight (void)
3410{ 3016{
3411 player *pl; 3017 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3018 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3020
3417 if (old == sum) 3021 if (old == sum)
3418 continue; 3022 continue;
3419 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3025 }
3422} 3026}
3423 3027
3424void 3028void
3425fix_luck (void) 3029fix_luck (void)
3426{ 3030{
3427 player *pl; 3031 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3432} 3034}
3433
3434 3035
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3438 */ 3039 */
3439
3440void 3040void
3441cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3442{ 3042{
3443 object *skop, *spob; 3043 object *skop, *spob;
3444 3044
3465 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3066 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3067
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3069
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3070 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3071}
3474 3072
3475void 3073void
3476make_visible (object *op) 3074make_visible (object *op)
3477{ 3075{
3491 object *tmp = NULL; 3089 object *tmp = NULL;
3492 3090
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3092 return 1;
3495 3093
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3094 return 0;
3502} 3095}
3503 3096
3504/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3561 3154
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3156
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3568 { 3160 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3162 make_visible (op);
3571 return; 3163 return;
3572 } 3164 }
3573 else 3165 else
3574 num += 20; 3166 num += 20;
3575 } 3167
3576 num += op->map->difficulty; 3168 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3170 num -= hide;
3171
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3173 {
3581 make_visible (op); 3174 make_visible (op);
3582 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3177 }
3585 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3180}
3590 3181
3591/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3592 3183
3593int 3184int
3620 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3621 continue; 3212 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3214 continue;
3624 3215
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3217 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3219 return 1;
3629 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3630 { 3221 {
3660 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3661 { 3252 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3254 return -1;
3664 } 3255 }
3256
3665 if (!pl || !op) 3257 if (!pl || !op)
3666 return 0; 3258 return 0;
3667 3259
3668 if (op->head)
3669 {
3670 op = op->head; 3260 op = op->head_ ();
3671 } 3261
3672 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3673 3263
3674 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3265 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3684 3274
3685 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3276 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3277 * for any meaningful values.
3688 */ 3278 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3282 return 1;
3693 op = op->more; 3283 op = op->more;
3694 } 3284 }
3695 return 0; 3285 return 0;
3696} 3286}
3806 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3807 return; 3397 return;
3808 3398
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3400
3811 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3812 { 3402 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3404 return;
3815 } 3405 }
3816 3406
3882 { 3472 {
3883 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3474 object *skin;
3885 3475
3886 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479 ;
3480
3888 if (skin == NULL) 3481 if (!skin)
3889 return; 3482 return;
3890 3483
3891 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3486 {
3938 * not readied. 3531 * not readied.
3939 */ 3532 */
3940void 3533void
3941player_unready_range_ob (player *pl, object *ob) 3534player_unready_range_ob (player *pl, object *ob)
3942{ 3535{
3943 rangetype i;
3944
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3946 {
3947 if (pl->ranges[i] == ob) 3537 if (pl->ranges[i] == ob)
3948 { 3538 {
3949 pl->ranges[i] = NULL; 3539 pl->ranges[i] = 0;
3950 if (pl->shoottype == i) 3540 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none; 3541 pl->shoottype = range_none;
3953 }
3954 } 3542 }
3955 }
3956} 3543}
3544
3545sint8
3546player::visibility_at (maptile *map, int x, int y) const
3547{
3548 if (!ns)
3549 return 0;
3550
3551 int dx, dy;
3552 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3553 return 0;
3554
3555 x += dx - ns->current_x + ns->mapx / 2;
3556 y += dy - ns->current_y + ns->mapy / 2;
3557
3558 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3559 return 0;
3560
3561 return 100 - blocked_los [x][y];
3562}

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