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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 1.121 by root, Thu May 3 10:39:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
177 size += strlen (buf); 144 size += strlen (buf);
178 } 145 }
179 } 146 }
180 147
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 151}
310 152
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
244 {
245 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point.
318 */
319 outputs_sync = 4;
320 outputs_count = 4;
321 unapply = unapply_nochoice;
322
323 savebed_map = first_map_path; /* Init. respawn position */
324
325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
321/* Tries to add player on the connection passwd in ns. 354/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 355 * All we can really get in this is some settings like host and display
323 * mode. 356 * mode.
324 */ 357 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 358player *
359player::create ()
360{
361 player *pl = new player;
330 362
331 p = get_player (NULL); 363 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 364
335 if (p->socket.faces_sent == NULL) 365 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
337 368
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); 369 set_first_map (pl->ob);
345 370
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; 371 return pl;
354} 372}
355 373
356/* 374/*
357 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
367 { 385 {
368 if (at == NULL || at->next == NULL) 386 if (at == NULL || at->next == NULL)
369 at = first_archetype; 387 at = first_archetype;
370 else 388 else
371 at = at->next; 389 at = at->next;
390
372 if (at->clone.type == PLAYER) 391 if (at->clone.type == PLAYER)
373 return at; 392 return at;
393
374 if (at == start) 394 if (at == start)
375 { 395 {
376 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 397 exit (-1);
378 } 398 }
379 } 399 }
380} 400}
381 401
382
383object * 402object *
384get_nearest_player (object *mon) 403get_nearest_player (object *mon)
385{ 404{
386 object *op = NULL; 405 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 406 objectlink *ol;
389 unsigned lastdist; 407 unsigned lastdist;
390 rv_vector rv; 408 rv_vector rv;
391 409
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 411 {
394 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 419 object *tmp = ol->ob;
402 420
403 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 422 * itself will have been cleared.
405 */ 423 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
407 ol = ol->next; 426 ol = ol->next;
408 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
409 if (!ol) 428 if (!ol)
410 return op; 429 return op;
411 } 430 }
424 { 443 {
425 op = ol->ob; 444 op = ol->ob;
426 lastdist = rv.distance; 445 lastdist = rv.distance;
427 } 446 }
428 } 447 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 448
430 { 449 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
435 { 452 {
436 op = pl->ob; 453 op = pl->ob;
437 lastdist = rv.distance; 454 lastdist = rv.distance;
438 } 455 }
439 } 456
440 }
441#if 0 457#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 459#endif
444 return op; 460 return op;
445} 461}
463 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 481 * is probably not a good thing.
466 */ 482 */
467#define MAX_SPACES 50 483#define MAX_SPACES 50
468
469 484
470/* 485/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 519 x = mon->x;
505 y = mon->y; 520 y = mon->y;
506 m = mon->map; 521 m = mon->map;
507 dir = rv.direction; 522 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
510 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 527 if (diff > max)
512 return 0; 528 return 0;
529
513 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
514 { 531 {
515 lastx = x; 532 lastx = x;
516 lasty = y; 533 lasty = y;
517 lastmap = m; 534 lastmap = m;
599 max--; 616 max--;
600 lastdir = dir; 617 lastdir = dir;
601 if (!firstdir) 618 if (!firstdir)
602 firstdir = dir; 619 firstdir = dir;
603 } 620 }
621
604 if (diff <= 1) 622 if (diff <= 1)
605 { 623 {
606 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 625 * headed toward player for entire distance.
608 */ 626 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 629 }
630
612 if (diff > max) 631 if (diff > max)
613 return 0; 632 return 0;
614 } 633 }
634
615 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
616 if (!max) 636 if (!max)
617 return 0; 637 return 0;
618 638
619 return firstdir; 639 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 666 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 667 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 668 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 670 {
651 remove_ob (op); 671 op->destroy ();
652 free_object (op);
653 continue; 672 continue;
654 } 673 }
655 } 674 }
656 675
657 /* This really needs to be better - we should really give 676 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 687 if (tmp->type == op->type && tmp->name == op->name)
669 break; 688 break;
670 689
671 if (tmp) 690 if (tmp)
672 { 691 {
673 remove_ob (op); 692 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 694 continue;
677 } 695 }
696
678 if (op->nrof > 1) 697 if (op->nrof > 1)
679 op->nrof = 1; 698 op->nrof = 1;
680 } 699 }
681 700
682 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 715 }
697 if (op->type == SPELL) 716 if (op->type == SPELL)
698 { 717 {
699 remove_ob (op); 718 op->destroy ();
700 free_object (op);
701 continue; 719 continue;
702 } 720 }
703 else if (op->type == SKILL) 721 else if (op->type == SKILL)
704 { 722 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 723 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
715 link_player_skills (pl); 733 link_player_skills (pl);
716} 734}
717 735
718void 736void
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) 737get_party_password (object *op, partylist *party)
803{ 738{
804 if (party == NULL) 739 if (party == NULL)
805 { 740 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 742 return;
808 } 743 }
744
809 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 749}
814
815 750
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 752static int
818roll_stat (void) 753roll_stat (void)
819{ 754{
820 int a[4], i, j, k; 755 int a[4], i, j, k;
821 756
822 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
824 759
825 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 761 if (a[i] < k)
827 k = a[i], j = i; 762 k = a[i], j = i;
828 763
829 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 765 if (i != j)
832 k += a[i]; 766 k += a[i];
833 } 767
834 return k; 768 return k;
835} 769}
836 770
837void 771void
838roll_stats (object *op) 772object::roll_stats ()
839{ 773{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 774 int statsort [7];
843 775
844 do 776 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 } 777 {
855 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
856 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
857 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 787 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;
865 788
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]; 789 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
890 796
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; 797 stats.exp = 0;
902 op->stats.ac = 0; 798 stats.ac = 0;
903 799
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; 800 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
912 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
913} 812}
914 813
915void 814void
916Roll_Again (object *op) 815object::swap_stats (int a, int b)
917{ 816{
918 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 818 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)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 820
923void 821 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
925{ 853{
926 signed char tmp;
927 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
928 855
929 if (op->contr->Swap_First == -1) 856 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); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 858 //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); 859 //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} 860}
1044 861
1045/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1049 * not the class. 866 * not the class.
1050 */ 867 */
1051 868void
1052int 869player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 870{
1055 int tmp_loop;
1056
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')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 873
874 treasurelist *tl = treasurelist::find ("starting_wealth");
875 if (tl)
876 create_treasure (tl, ob, 0, 0, 0);
877
1071 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1073 880
1074 op->contr->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1075 882
1076 if (op->msg) 883 if (ob->msg)
1077 op->msg = NULL; 884 ob->msg = 0;
1078 885
1079 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
1080 * to save here. 887 * to save here.
1081 */ 888 */
889 {
890 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1084 894
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 895 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 898 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1093 fix_player (op); 900 ob->update_stats ();
1094 901
1095 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1096 * is one for this race 903 * is one for this race
1097 */ 904 */
1098 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1099 { 906 {
1100 object *tmp; 907 object *tmp;
1101 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1102 909
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 911 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1110 * default initial map */ 917 * default initial map */
1111 free_object (tmp); 918 tmp->destroy ();
1112 } 919 }
1113 else 920 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 922}
1117 return 0;
1118 }
1119 923
924void
925player::chargen_race_next ()
926{
1120 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1122 */ 929 */
1123 930
1124 tmp_loop = 0; 931 do
1125 while (!tmp_loop)
1126 { 932 {
1127 shstr name = op->name; 933 shstr name = ob->name;
1128 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1129 935
1130 remove_statbonus (op); 936 ob->remove_statbonus ();
1131 remove_ob (op); 937 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 939 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 940 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1137 op->x = x; 943 ob->x = x;
1138 op->y = y; 944 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 948 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 949 }
950 while (!allowed_class (ob));
1145 951
1146 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 954 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 957 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 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} 958}
1208 959
1209void 960void
1210flee_player (object *op) 961flee_player (object *op)
1211{ 962{
1241 { 992 {
1242 op->enemy = NULL; 993 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 995 return;
1245 } 996 }
997
1246 get_rangevector (op, op->enemy, &rv, 0); 998 get_rangevector (op, op->enemy, &rv, 0);
1247 999
1248 dir = absdir (4 + rv.direction); 1000 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1001 for (diff = 0; diff < 3; diff++)
1250 { 1002 {
1251 int m = 1 - (RANDOM () & 2); 1003 int m = 1 - (RANDOM () & 2);
1252 1004
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1006 return;
1256 }
1257 } 1007 }
1008
1258 /* Cornered, get rid of scared */ 1009 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1011 op->enemy = NULL;
1261} 1012}
1262 1013
1268int 1019int
1269check_pick (object *op) 1020check_pick (object *op)
1270{ 1021{
1271 object *tmp, *next; 1022 object *tmp, *next;
1272 int stop = 0; 1023 int stop = 0;
1273 int j, k, wvratio; 1024 int wvratio;
1274 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1275 1026
1276 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1278 return 1; 1029 return 1;
1279 1030
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 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)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1101 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 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)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 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 } 1106 }
1107
1384 /* philosophy: 1108 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1109 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1110 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1113 * example.
1390 * The drawback: right now it has no frontend, so you need to 1114 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1115 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1150 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1151 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1152 if (tmp->type == FOOD)
1429 { 1153 {
1430 pick_up (op, tmp); 1154 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1155 continue;
1434 } 1156 }
1157
1435 if (op->contr->mode & PU_DRINK) 1158 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1159 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1160 {
1438 pick_up (op, tmp); 1161 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1162 continue;
1442 } 1163 }
1443 1164
1444 if (op->contr->mode & PU_POTION) 1165 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1166 if (tmp->type == POTION)
1446 { 1167 {
1447 pick_up (op, tmp); 1168 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1169 continue;
1451 } 1170 }
1452 1171
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1172 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1173 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1174 if (tmp->type == SPELLBOOK)
1456 { 1175 {
1457 pick_up (op, tmp); 1176 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1177 continue;
1461 } 1178 }
1179
1462 if (op->contr->mode & PU_SKILLSCROLL) 1180 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1181 if (tmp->type == SKILLSCROLL)
1464 { 1182 {
1465 pick_up (op, tmp); 1183 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1184 continue;
1469 } 1185 }
1186
1470 if (op->contr->mode & PU_READABLES) 1187 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1188 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1189 {
1473 pick_up (op, tmp); 1190 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1191 continue;
1477 } 1192 }
1478 1193
1479 /* wands/staves/rods/horns */ 1194 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1195 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1196 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1197 {
1483 pick_up (op, tmp); 1198 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1199 continue;
1487 } 1200 }
1488 1201
1489 /* pick up all magical items */ 1202 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1203 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1204 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1205 {
1493 pick_up (op, tmp); 1206 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1207 continue;
1497 } 1208 }
1498 1209
1499 if (op->contr->mode & PU_VALUABLES) 1210 if (op->contr->mode & PU_VALUABLES)
1500 { 1211 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1212 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1213 {
1503 pick_up (op, tmp); 1214 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1215 continue;
1507 } 1216 }
1508 } 1217 }
1509 1218
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1219 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1220 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1221 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1222 {
1514 pick_up (op, tmp); 1223 pick_up (op, tmp);
1224 continue;
1515 if (0) 1225 }
1516 fprintf (stderr, "JEWELS\n"); 1226
1227 /* we don't forget dragon food */
1228 if (op->contr->mode & PU_FLESH)
1229 if (tmp->type == FLESH)
1230 {
1231 pick_up (op, tmp);
1517 continue; 1232 continue;
1518 } 1233 }
1519 1234
1520 /* bows and arrows. Bows are good for selling! */ 1235 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1236 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1237 if (tmp->type == BOW)
1523 { 1238 {
1524 pick_up (op, tmp); 1239 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1240 continue;
1528 } 1241 }
1242
1529 if (op->contr->mode & PU_ARROW) 1243 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1244 if (tmp->type == ARROW)
1531 { 1245 {
1532 pick_up (op, tmp); 1246 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1247 continue;
1536 } 1248 }
1537 1249
1538 /* all kinds of armor etc. */ 1250 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1251 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1252 if (tmp->type == ARMOUR)
1541 { 1253 {
1542 pick_up (op, tmp); 1254 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1255 continue;
1546 } 1256 }
1257
1547 if (op->contr->mode & PU_HELMET) 1258 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1259 if (tmp->type == HELMET)
1549 { 1260 {
1550 pick_up (op, tmp); 1261 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1262 continue;
1554 } 1263 }
1264
1555 if (op->contr->mode & PU_SHIELD) 1265 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1266 if (tmp->type == SHIELD)
1557 { 1267 {
1558 pick_up (op, tmp); 1268 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1269 continue;
1562 } 1270 }
1271
1563 if (op->contr->mode & PU_BOOTS) 1272 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1273 if (tmp->type == BOOTS)
1565 { 1274 {
1566 pick_up (op, tmp); 1275 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1276 continue;
1570 } 1277 }
1278
1571 if (op->contr->mode & PU_GLOVES) 1279 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1280 if (tmp->type == GLOVES)
1573 { 1281 {
1574 pick_up (op, tmp); 1282 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1283 continue;
1578 } 1284 }
1285
1579 if (op->contr->mode & PU_CLOAK) 1286 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1287 if (tmp->type == CLOAK)
1581 { 1288 {
1582 pick_up (op, tmp); 1289 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1290 continue;
1586 } 1291 }
1587 1292
1588 /* hoping to catch throwing daggers here */ 1293 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1294 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1295 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1296 {
1592 pick_up (op, tmp); 1297 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1298 continue;
1596 } 1299 }
1597 1300
1598 /* careful: chairs and tables are weapons! */ 1301 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1302 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1305 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1308 {
1606 pick_up (op, tmp); 1309 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1310 continue;
1610 } 1311 }
1611 } 1312 }
1313
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1314 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1315 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1317 {
1616 pick_up (op, tmp); 1318 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1319 continue;
1620 } 1320 }
1621 } 1321 }
1622 } 1322 }
1623 1323
1624 /* misc stuff that's useful */ 1324 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1325 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1326 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1327 {
1628 pick_up (op, tmp); 1328 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1329 continue;
1632 } 1330 }
1633 1331
1634 /* any of the last 4 bits set means we use the ratio for value 1332 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1333 * pickups */
1657 continue; 1355 continue;
1658 } 1356 }
1659 } 1357 }
1660 } /* the new pickup model */ 1358 } /* the new pickup model */
1661 } 1359 }
1360
1662 return !stop; 1361 return !stop;
1663} 1362}
1664 1363
1665/* 1364/*
1666 * Find an arrow in the inventory and after that 1365 * Find an arrow in the inventory and after that
1668 * found object is returned. 1367 * found object is returned.
1669 */ 1368 */
1670object * 1369object *
1671find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1672{ 1371{
1673 object *tmp = NULL; 1372 object *tmp = 0;
1674 1373
1675 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1679 return op; 1378 return op;
1379
1680 return tmp; 1380 return tmp;
1681} 1381}
1682 1382
1683/* 1383/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1388 */
1689
1690object * 1389object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1391{
1693 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1460 * op = the shooter
1762 * type = bow->race 1461 * type = bow->race
1763 * dir = fire direction 1462 * dir = fire direction
1764 */ 1463 */
1765
1766object * 1464object *
1767pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1768{ 1466{
1769 object *tmp = NULL; 1467 object *tmp = NULL;
1770 maptile *m; 1468 maptile *m;
1843 if (!dir) 1541 if (!dir)
1844 { 1542 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1544 return 0;
1847 } 1545 }
1848 if (op->type == PLAYER) 1546
1849 bow = op->contr->ranges[range_bow]; 1547 if (player *pl = op->contr)
1548 {
1549 bow = pl->ranged_ob;
1550 op->set_weapon (bow);
1551 }
1850 else 1552 else
1851 { 1553 {
1852 for (bow = op->inv; bow; bow = bow->below) 1554 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1555 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1556 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1561 if (!bow)
1860 { 1562 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1563 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1564 return 0;
1863 } 1565 }
1566
1567 // optimisation: move object to top so we will find it quickly again
1568 if (bow->below)
1569 {
1570 bow->remove ();
1571 op->insert (bow);
1572 }
1573
1864 } 1574 }
1575
1865 if (!bow->race || !bow->skill) 1576 if (!bow->race || !bow->skill)
1866 { 1577 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1579 return 0;
1869 } 1580 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1582 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1583
1873 /* penalize ROF for bestarrow */ 1584 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1585 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1586 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1587
1876 if (bowspeed < 1) 1588 if (bowspeed < 1)
1877 bowspeed = 1; 1589 bowspeed = 1;
1878 1590
1879 if (arrow == NULL) 1591 if (arrow == NULL)
1880 { 1592 {
1883 if (op->type == PLAYER) 1595 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1596 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1597 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1598 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1599 CLEAR_FLAG (op, FLAG_READY_BOW);
1600
1888 return 0; 1601 return 0;
1889 } 1602 }
1890 } 1603 }
1604
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1607 return 0;
1895 } 1608
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1610 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1612 return 0;
1900 } 1613 }
1901 1614
1902 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1616 if (arrow->nrof == 0)
1904 { 1617 {
1905 remove_ob (arrow); 1618 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1619 return 0;
1908 } 1620 }
1909 1621
1910 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1624 if (!arrow)
1913 { 1625 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1627 return 0;
1916 } 1628 }
1917 set_owner (arrow, op); 1629
1630 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1632 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1633
1924 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1925 { 1635 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1637 op->update_stats ();
1928 } 1638 }
1929 1639
1930 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1641
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1645
1934 if (arrow->slaying != NULL) 1646 if (arrow->slaying)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1647 arrow->spellarg = strdup (arrow->slaying);
1936 1648
1937 /* Note that this was different for monsters - they got their level 1649 arrow->stats.dam += op->stats.dam + arrow->magic;
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942 1650
1943 /* update the speed */ 1651 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1652 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; 1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1654
1947 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1951 1657
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1952 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1953 { 1661 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1959 } 1667 }
1960 else 1668 else
1961 { 1669 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1670 arrow->level = op->level;
1964 } 1671 arrow->stats.wc -= bow->magic;
1965 1672
1966 if (arrow->attacktype == AT_PHYSICAL) 1673 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying;
1675 }
1676
1677 arrow->stats.wc -= arrow->level;
1678
1967 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1968 1680
1969 if (bow->slaying != NULL)
1970 arrow->slaying = bow->slaying;
1971
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1683
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1978 1686
1979 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1688 move_arrow (arrow);
1981 1689
1982 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
2002{ 1710{
2003 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
2004 1712
2005 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
2006 { 1714 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1716 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1718 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1720 wcmod = -1;
1721
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1723 }
2015 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
2016 { 1725 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1731 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1735 }
2028 else 1736 else
2029 { 1737 {
2030 /* Simple case */ 1738 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1740 }
1741
2033 return ret; 1742 return ret;
2034} 1743}
2035 1744
2036 1745
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2039 */ 1748 */
2040void 1749void
2041fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2042{ 1751{
2043 object *item; 1752 object *item = op->contr->ranged_ob;
2044 1753
2045 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2046 { 1755 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1757 return;
2049 } 1758 }
2050 1759
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1760 if (!item->inv)
2053 { 1761 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1763 return;
2056 } 1764 }
1765
1766 op->set_weapon (item);
1767
2057 if (item->type == WAND) 1768 if (item->type == WAND)
2058 { 1769 {
2059 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2060 { 1771 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
2063 return; 1775 return;
2064 } 1776 }
2065 } 1777 }
2066 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2067 { 1779 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1781 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2071 if (item->type == ROD) 1784 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1786 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
2075 return; 1789 return;
2076 } 1790 }
2077 } 1791 }
2078 1792
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
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 */
2112 1824
2113 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2115 make_visible (op); 1827 make_visible (op);
2116 1828
2117 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
2118 { 1832 {
2119 case range_none: 1833 control_golem (op->contr->golem, dir);
2120 return; 1834 return;
1835 }
2121 1836
2122 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return;
1841
1842 switch (ob->type)
1843 {
1844 case BOW:
2123 player_fire_bow (op, dir); 1845 player_fire_bow (op, dir);
2124 return; 1846 break;
2125 1847
2126 case range_magic: /* Casting spells */ 1848 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1850 break;
2129 1851
2130 case range_misc: 1852 case BUILDER:
1853 apply_map_builder (op, dir);
1854 break;
1855
1856 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0);
1859 break;
1860
1861 default:
2131 fire_misc_object (op, dir); 1862 fire_misc_object (op, dir);
2132 return; 1863 break;
2133
2134 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)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1864 }
2161} 1865}
2162
2163
2164 1866
2165/* find_key 1867/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1868 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL 1869 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1870 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1872 * pl is the player,
2171 * inv is the objects inventory to searched 1873 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1874 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1875 * This function can be called recursively to search containers.
2174 */ 1876 */
2175
2176object * 1877object *
2177find_key (object *pl, object *container, object *door) 1878find_key (object *pl, object *container, object *door)
2178{ 1879{
2179 object *tmp, *key; 1880 object *tmp, *key;
2180 1881
2181 /* Should not happen, but sanity checking is never bad */ 1882 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1883 if (!container->inv)
2183 return NULL; 1884 return 0;
2184 1885
2185 /* First, lets try to find a key in the top level inventory */ 1886 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1888 {
2188 if (door->type == DOOR && tmp->type == KEY) 1889 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1890 break;
2190 /* For sanity, we should really check door type, but other stuff 1891 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1892 * (like containers) can be locked with special keys
2192 */ 1893 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1895 break;
2195 } 1896 }
1897
2196 /* No key found - lets search inventories now */ 1898 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1899 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1900 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1901 * a key, return
2200 */ 1902 */
2201 if (!tmp) 1903 if (!tmp)
2202 { 1904 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1905 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1906 {
2205 /* No reason to search empty containers */ 1907 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1908 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1909 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1910 if ((key = find_key (pl, tmp, door)))
2209 return key; 1911 return key;
2210 } 1912 }
2211 } 1913 }
1914
2212 if (!tmp) 1915 if (!tmp)
2213 return NULL; 1916 return NULL;
2214 } 1917 }
1918
2215 /* We get down here if we have found a key. Now if its in a container, 1919 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1920 * see if we actually want to use it
2217 */ 1921 */
2218 if (pl != container) 1922 if (pl != container)
2219 { 1923 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1944 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1946 return NULL;
2243 } 1947 }
2244 } 1948 }
1949
2245 return tmp; 1950 return tmp;
2246} 1951}
2247 1952
2248/* moved door processing out of move_player_attack. 1953/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1954 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1956 * 0 otherwise
2252 */ 1957 */
2253static int 1958static int
2254player_attack_door (object *op, object *door) 1959player_attack_door (object *op, object *door)
2255{ 1960{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1961 /* 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 - 1962 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1963 * otherwise, we fall through to the rest of the code.
2260 */ 1964 */
2261 object *key = find_key (op, op, door); 1965 object *key = find_key (op, op, door);
2264 if (key) 1968 if (key)
2265 { 1969 {
2266 object *container = key->env; 1970 object *container = key->env;
2267 1971
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973
2269 if (action_makes_visible (op)) 1974 if (action_makes_visible (op))
2270 make_visible (op); 1975 make_visible (op);
1976
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2273 if (door->type == DOOR) 1980 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2278 { 1983 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1986 }
1987
2282 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2285 if (container != op) 1991 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2287 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2288 } 1995 }
2289 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2290 { 1997 {
2291 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2000 return 1;
2294 } 2001 }
2002
2295 return 0; 2003 return 0;
2296} 2004}
2297 2005
2298/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2303 */ 2011 */
2304
2305void 2012void
2306move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2307{ 2014{
2308 object *tmp, *mon; 2015 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2016 int on_battleground;
2311 maptile *m; 2017 maptile *m;
2312 2018
2313 nx = freearr_x[dir] + op->x; 2019 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2020 sint16 ny = freearr_y[dir] + op->y;
2315 2021
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2022 on_battleground = op_on_battleground (op, 0, 0);
2317 2023
2318 /* If braced, or can't move to the square, and it is not out of the 2024 /* 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 2025 * 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 2026 * 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 2027 * player. This is a pretty nasty hack, because if we could
2326 */ 2032 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2033 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2034 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2035 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2036 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2037 m = op->map->xy_find (nx, ny);
2332 if (!m) 2038 if (!m)
2333 return; /* Don't think this should happen */ 2039 return; /* Don't think this should happen */
2334 } 2040 }
2335 else 2041 else
2336 m = op->map; 2042 m = op->map;
2337 2043
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2044 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; 2045 return;
2342 }
2343 2046
2344 mon = NULL; 2047 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2048 /* 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. 2049 * 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 2050 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2051 * on the space
2349 */ 2052 */
2350 while (tmp != NULL) 2053 while (tmp)
2351 { 2054 {
2352 if (tmp == op) 2055 if (tmp == op)
2353 { 2056 {
2354 tmp = tmp->above; 2057 tmp = tmp->above;
2355 continue; 2058 continue;
2365 mon = tmp; 2068 mon = tmp;
2366 2069
2367 tmp = tmp->above; 2070 tmp = tmp->above;
2368 } 2071 }
2369 2072
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2074 return; /* into a wall */
2372 2075
2373 if (mon->head != NULL) 2076 if (mon->head)
2374 mon = mon->head; 2077 mon = mon->head;
2375 2078
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2079 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2378 return; 2081 return;
2390 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2391 */ 2094 */
2392 if ((op->type == PLAYER) 2095 if ((op->type == PLAYER)
2393#if COZY_SERVER 2096#if COZY_SERVER
2394 && 2097 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2098 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2099 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2100#else
2398 && get_owner (mon) == op 2101 && mon->owner == op
2399#endif 2102#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2103 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2104 {
2402 /* If we're braced, we don't want to switch places with it */ 2105 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2106 if (op->contr->braced)
2404 return; 2107 return;
2108
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2112 make_visible (op);
2113
2409 return; 2114 return;
2410 } 2115 }
2411 2116
2412 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2120 * attack them either.
2416 */ 2121 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2124#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2125 (op->contr->peaceful
2421 || (mon->type == PLAYER 2126 || (mon->type == PLAYER
2422 && mon->contr-> 2127 && mon->contr->
2423 peaceful)) && 2128 peaceful)) &&
2424#else 2129#else
2425 op->contr->peaceful && 2130 op->contr->peaceful &&
2426#endif 2131#endif
2427 !on_battleground)) 2132 !on_battleground))
2428 { 2133 {
2429 if (!op->contr->braced) 2134 if (!op->contr->braced)
2430 { 2135 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2433 } 2138 }
2434 else 2139 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2141
2438 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2143 make_visible (op);
2440 } 2144 }
2441 2145
2442 /* If the object is a boulder or other rollable object, then 2146 /* 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 2157 * 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: 2158 * 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 2159 * 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. 2160 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2161 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2162 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))) 2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2164 {
2462 2165
2463 /* If the player hasn't hit something this tick, and does 2166 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2173 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2174
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2176 }
2474 2177
2475 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2476 2179
2477 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2183 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2186 {
2484 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2485 2188
2486 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2489 } 2192 }
2193
2490 if (action_makes_visible (op)) 2194 if (action_makes_visible (op))
2491 make_visible (op); 2195 make_visible (op);
2492 } 2196 }
2493 } /* if player should attack something */ 2197 } /* if player should attack something */
2494} 2198}
2496int 2200int
2497move_player (object *op, int dir) 2201move_player (object *op, int dir)
2498{ 2202{
2499 int pick; 2203 int pick;
2500 2204
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2206 return 0;
2503 2207
2504 /* Sanity check: make sure dir is valid */ 2208 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2209 if ((dir < 0) || (dir >= 9))
2506 { 2210 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2212 return 0;
2509 } 2213 }
2510 2214
2511 /* peterm: added following line */ 2215 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2218
2515 op->facing = dir; 2219 op->facing = dir;
2516 2220
2517 if (op->hide) 2221 if (op->hide)
2518 do_hidden_move (op); 2222 do_hidden_move (op);
2529 2233
2530 /* Add special check for newcs players and fire on - this way, the 2234 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2235 * server can handle repeat firing.
2532 */ 2236 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2238 op->direction = dir;
2536 }
2537 else 2239 else
2538 {
2539 op->direction = 0; 2240 op->direction = 0;
2540 } 2241
2541 /* Update how the player looks. Use the facing, so direction may 2242 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2243 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2244 * for players.
2544 */ 2245 */
2545 animate_object (op, op->facing); 2246 animate_object (op, op->facing);
2554 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2555 */ 2256 */
2556int 2257int
2557handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2558{ 2259{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2261 {
2581 flee_player (op); 2262 flee_player (op);
2582 /* If player is still scared, that is his action for this tick */ 2263 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED)) 2264 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2265 {
2585 op->speed_left--; 2266 op->speed_left--;
2586 return 0; 2267 return 0;
2587 } 2268 }
2588 }
2589
2590 /* 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
2592 * 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.
2594 */
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)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 } 2269 }
2601 2270
2602 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2273 * called, so we recheck it here.
2605 */ 2274 */
2606 HandleClient (&op->contr->socket, op->contr); 2275 if (op->contr->ns->handle_command ())
2276 return 1;
2277
2607 if (op->speed_left < 0) 2278 if (op->speed_left > 0)
2608 return 0; 2279 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2280 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2281 {
2612 /* All move commands take 1 tick, at least for now */ 2282 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2283 op->speed_left--;
2614 2284
2615 /* Instead of all the stuff below, let move_player take care 2285 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2286 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2287 * there, as well as the confusion stuff.
2618 */ 2288 */
2619 move_player (op, op->direction); 2289 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2290
2621 return 1; 2291 return op->speed_left > 0;
2622 else 2292 }
2623 return 0;
2624 } 2293 }
2294
2625 return 0; 2295 return 0;
2626} 2296}
2627 2297
2628int 2298int
2629save_life (object *op) 2299save_life (object *op)
2630{ 2300{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2301 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2302 return 0;
2635 2303
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2304 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2305 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2306 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2307 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)); 2308 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309
2641 if (op->contr) 2310 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2311 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2312
2644 free_object (tmp); 2313 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315
2646 if (op->stats.hp < 0) 2316 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2317 op->stats.hp = op->stats.maxhp;
2318
2648 if (op->stats.food < 0) 2319 if (op->stats.food < 0)
2649 op->stats.food = 999; 2320 op->stats.food = 999;
2650 fix_player (op); 2321
2322 op->update_stats ();
2651 return 1; 2323 return 1;
2652 } 2324 }
2325
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2326 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2327 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2328 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2329 return 0;
2657} 2330}
2662 * from. 2335 * from.
2663 */ 2336 */
2664void 2337void
2665remove_unpaid_objects (object *op, object *env) 2338remove_unpaid_objects (object *op, object *env)
2666{ 2339{
2667 object *next;
2668
2669 while (op) 2340 while (op)
2670 { 2341 {
2671 next = op->below; /* Make sure we have a good value, in case 2342 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2343
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2344 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2345 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2346 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2347 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2348
2349 op->insert_at (env);
2682 } 2350 }
2683 else if (op->inv) 2351 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2352 remove_unpaid_objects (op->inv, env);
2353
2685 op = next; 2354 op = next;
2686 } 2355 }
2687} 2356}
2688
2689 2357
2690/* 2358/*
2691 * Returns pointer a static string containing gravestone text 2359 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2360 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2361 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2372 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2374 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2375 else
2708 sprintf (buf, "%s\n", &op->name); 2376 sprintf (buf, "%s\n", &op->name);
2377
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2379 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2381 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2382 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2383 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2384
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2386 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2718 { 2388 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2389 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2390 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2391 strcat (buf2, buf);
2722 } 2392 }
2393
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2394 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2395 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2396 strcat (buf2, buf);
2397
2726 return buf2; 2398 return buf2;
2727} 2399}
2728
2729
2730 2400
2731void 2401void
2732do_some_living (object *op) 2402do_some_living (object *op)
2733{ 2403{
2734 int last_food = op->stats.food; 2404 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2410 int rate_grace = 2000;
2741 const int max_hp = 1; 2411 const int max_hp = 1;
2742 const int max_sp = 1; 2412 const int max_sp = 1;
2743 const int max_grace = 1; 2413 const int max_grace = 1;
2744 2414
2745 if (op->contr->outputs_sync) 2415 if (op->contr->hidden)
2746 {
2747 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)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2416 {
2417 op->invisible = 1000;
2418 /* the socket code flashes the player visible/invisible
2419 * depending on the value of invisible, so we need to
2420 * alternate it here for it to work correctly.
2421 */
2422 if (pticks & 2)
2423 op->invisible--;
2424 }
2425 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2426 {
2427 if (!op->invisible--)
2428 {
2429 make_visible (op);
2430 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2431 }
2432 }
2751 2433
2752 if (op->contr->state == ST_PLAYING) 2434 if (op->contr->ns->state == ST_PLAYING)
2753 { 2435 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2436 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2437 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2438 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2439 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2440 else
2760 { 2441 {
2761 gen_hp = op->stats.maxhp; 2442 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2443 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2444 }
2445
2764 if (op->contr->gen_sp >= 0) 2446 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2447 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2448 else
2767 { 2449 {
2768 gen_sp = op->stats.maxsp; 2450 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2451 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2452 }
2453
2771 if (op->contr->gen_grace >= 0) 2454 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2455 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2456 else
2774 { 2457 {
2775 gen_grace = op->stats.maxgrace; 2458 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2459 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2460 }
2778 2461
2779 /* Regenerate Spell Points */ 2462 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2463 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2464 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2784 { 2467 {
2785 op->stats.sp++; 2468 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2474 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2475 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2476 op->stats.food = last_food;
2794 } 2477 }
2795 } 2478 }
2479
2796 if (max_sp > 1) 2480 if (max_sp > 1)
2797 { 2481 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2482 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2483 if (over_sp > 0)
2800 { 2484 {
2801 if (op->stats.sp < op->stats.maxsp) 2485 if (op->stats.sp < op->stats.maxsp)
2802 { 2486 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2487 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2488
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2489 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2490 op->stats.sp--;
2491
2806 if (op->stats.sp > op->stats.maxsp) 2492 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2493 op->stats.sp = op->stats.maxsp;
2808 } 2494 }
2809 op->last_sp = 0; 2495 op->last_sp = 0;
2810 } 2496 }
2811 else 2497 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2499 }
2816 else 2500 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2501 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2502 }
2821 2503
2822 /* Regenerate Grace */ 2504 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2505 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2506 if (--op->last_grace < 0)
2825 { 2507 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2508 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2509 op->stats.grace++; /* no penalty in food for regaining grace */
2510
2828 if (max_grace > 1) 2511 if (max_grace > 1)
2829 { 2512 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2513 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2514 if (over_grace > 0)
2832 { 2515 {
2860 op->stats.food += op->contr->digestion; 2543 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2544 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2545 op->stats.food = last_food;
2863 } 2546 }
2864 } 2547 }
2548
2865 if (max_hp > 1) 2549 if (max_hp > 1)
2866 { 2550 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2551 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2552 if (over_hp > 0)
2869 { 2553 {
2893 2577
2894 if (op->contr->gen_hp > 0) 2578 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2579 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2580 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2581 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2582
2898 /* dms do not consume food */ 2583 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2584 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2585 op->stats.food--;
2901 } 2586 }
2902 }
2903 2587
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2588 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2589 {
2906 object *tmp, *flesh = NULL; 2590 object *tmp, *flesh = 0;
2907 2591
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2592 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2593 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2594 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2595 {
2596 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2597 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2598 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2599 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2600 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2601 break;
2918 } 2602 }
2919 else if (tmp->type == FLESH) 2603 else if (tmp->type == FLESH)
2920 flesh = tmp; 2604 flesh = tmp;
2921 } /* End if paid for object */ 2605 } /* End if paid for object */
2922 } /* end of for loop */ 2606 } /* end of for loop */
2607
2923 /* If player is still starving, it means they don't have any food, so 2608 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2609 * eat flesh instead.
2925 */ 2610 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2611 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2612 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2614 manual_apply (op, flesh, 0);
2930 } 2615 }
2931 } /* end if player is starving */ 2616 }
2932 2617
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2618 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2619 op->stats.food++, op->stats.hp--;
2935 2620
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2621 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2622 kill_player (op);
2623 }
2938} 2624}
2939
2940
2941 2625
2942/* If the player should die (lack of hp, food, etc), we call this. 2626/* 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 2627 * 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 2628 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2629 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2659 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..."); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2661
2978 /* restore player */ 2662 /* restore player */
2979 at = archetype::find ("poisoning"); 2663 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2665 {
2983 remove_ob (tmp); 2666 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2667 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2668 }
2987 2669
2988 at = archetype::find ("confusion"); 2670 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2671 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2672 {
2992 remove_ob (tmp); 2673 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2674 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2675 }
2996 2676
2997 cure_disease (op, 0); /* remove any disease */ 2677 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2678 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2679 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2680 op->stats.food = 999;
3001 2681
3002 /* create a bodypart-trophy to make the winner happy */ 2682 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2683 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2684 {
3006 sprintf (buf, "%s's finger", &op->name); 2685 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2686 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2687 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2688 " 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); 2689 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2690 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2691 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2692 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2693 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2694 }
3017 2695
3018 /* teleport defeated player to new destination */ 2696 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2697 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2698 op->contr->braced = 0;
3025 2703
3026 command_kill_pets (op, 0); 2704 command_kill_pets (op, 0);
3027 2705
3028 if (op->stats.food < 0) 2706 if (op->stats.food < 0)
3029 { 2707 {
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); 2708 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2709 strcpy (op->contr->killer, "starvation");
3039 } 2710 }
3040 else 2711 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); 2712 sprintf (buf, "%s died.", &op->name);
3050 } 2713
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2714 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2715
3053 /* save the map location for corpse, gravestone */ 2716 /* save the map location for corpse, gravestone */
3054 x = op->x; 2717 x = op->x;
3055 y = op->y; 2718 y = op->y;
3056 map = op->map; 2719 map = op->map;
3057 2720
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2721 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2722 * 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. 2723 * See the config.h file for a little more in depth detail about this.
3064 */ 2724 */
3065 2725
3066 /* Basically two ways to go - remove a stat permanently, or just 2726 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2727 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2728 * of death.
3069 */ 2729 */
3070#ifndef COZY_SERVER 2730#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2731 if (settings.balanced_stat_loss)
3072 { 2732 {
3073 /* If stat loss is permanent, lose one stat only. */ 2733 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2734 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2735 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2736 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2737 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2738 little bit harder. */
3079 /* GD */ 2739 /* GD */
3080 if (settings.stat_loss_on_death) 2740 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2741 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2742 else
3086 { 2743 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2744 }
2745 else
3087 num_stats_lose = 1; 2746 num_stats_lose = 1;
3088 } 2747
3089 lost_a_stat = 0; 2748 lost_a_stat = 0;
3090 2749
3091 for (z = 0; z < num_stats_lose; z++) 2750 for (z = 0; z < num_stats_lose; z++)
3092 { 2751 {
3093 i = RANDOM () % NUM_STATS; 2752 i = RANDOM () % NUM_STATS;
3094 2753
3095 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3096 { 2755 {
3097 /* Pick a random stat and take a point off it. Tell the player 2756 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2757 * what he lost.
3099 */ 2758 */
3100 change_attr_value (&(op->stats), i, -1); 2759 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2760 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2761 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2762 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2763 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2764 lost_a_stat = 1;
2765 }
2766 else
2767 {
2768 /* deplete a stat */
2769 archetype *deparch = archetype::find ("depletion");
2770 object *dep;
2771
2772 dep = present_arch_in_ob (deparch, op);
2773 if (!dep)
2774 {
2775 dep = arch_to_object (deparch);
2776 insert_ob_in_ob (dep, op);
3106 } 2777 }
3107 else 2778 lose_this_stat = 1;
2779 if (settings.balanced_stat_loss)
3108 { 2780 {
3109 /* deplete a stat */ 2781 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2782 /* Get the stat that we're about to deplete. */
3111 object *dep; 2783 this_stat = get_attr_value (&(dep->stats), i);
3112 2784 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2785 {
3116 dep = arch_to_object (deparch); 2786 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2787 int keep_chance = this_stat * this_stat;
3118 } 2788
3119 lose_this_stat = 1; 2789 /* 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) 2790 if (keep_chance < 1)
2791 keep_chance = 1;
2792
2793 /* There is a maximum depletion total per level. */
2794 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2795 {
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; 2796 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2797 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2798 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 } 2799 }
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 */ 2800 else
3161 if (this_stat >= -50)
3162 { 2801 {
3163 change_attr_value (&(dep->stats), i, -1); 2802 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; 2803 lose_this_stat = 0;
2804 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2805 this_stat, keep_chance, loss_chance,
2806 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2807 }
3169 } 2808 }
3170 } 2809 }
2810
2811 if (lose_this_stat)
2812 {
2813 this_stat = get_attr_value (&(dep->stats), i);
2814 /* We could try to do something clever like find another
2815 * stat to reduce if this fails. But chances are, if
2816 * stats have been depleted to -50, all are pretty low
2817 * and should be roughly the same, so it shouldn't make a
2818 * difference.
2819 */
2820 if (this_stat >= -50)
2821 {
2822 change_attr_value (&(dep->stats), i, -1);
2823 SET_FLAG (dep, FLAG_APPLIED);
2824 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2825 op->update_stats ();
2826 lost_a_stat = 1;
2827 }
3171 } 2828 }
2829 }
2830 }
3172 /* If no stat lost, tell the player. */ 2831 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2832 if (!lost_a_stat)
3174 { 2833 {
3175 /* determine_god() seems to not work sometimes... why is this? 2834 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2835 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2836 const char *god = determine_god (op);
3178 2837
3179 if (god && (strcmp (god, "none"))) 2838 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); 2839 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2840 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2842 }
2843#else
2844 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2845#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 2846
3187 /* Put a gravestone up where the character 'almost' died. List the 2847 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2848 * exp loss on the stone.
3189 */ 2849 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2850 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2851 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2852 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2853 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2854 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); 2855 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; 2856 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2857 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2858 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2859
3200 /**************************************/ 2860 /**************************************/
3201 /* */ 2861 /* */
3202 /* Subtract the experience points, */ 2862 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2863 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2864 /* food, and reset HP's... */
3205 /* */ 2865 /* */
3206
3207 /**************************************/ 2866 /**************************************/
3208 2867
3209 /* remove any poisoning and confusion the character may be suffering. */ 2868 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2869 /* restore player */
3211 at = archetype::find ("poisoning"); 2870 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2871 tmp = present_arch_in_ob (at, op);
2872
3213 if (tmp) 2873 if (tmp)
3214 { 2874 {
3215 remove_ob (tmp); 2875 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2876 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2877 }
3219 2878
3220 at = archetype::find ("confusion"); 2879 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2880 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2881 if (tmp)
3223 { 2882 {
3224 remove_ob (tmp); 2883 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2884 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2885 }
2886
3228 cure_disease (op, 0); /* remove any disease */ 2887 cure_disease (op, 0); /* remove any disease */
3229 2888
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2889 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2890 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2891 if (op->stats.food < 100)
3233 op->stats.food = 900; 2892 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2893 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2894 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2895 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2896
3238 /* 2897 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2898 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2899 * and put them back in the map.
3241 * in the map. 2900 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2901 remove_unpaid_objects (op->inv, op);
3246 2902
3247 /****************************************/ 2903 /****************************************/
3248 /* */ 2904 /* */
3249 /* Move player to his current respawn- */ 2905 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2906 /* position (usually last savebed) */
3251 /* */ 2907 /* */
3252
3253 /****************************************/ 2908 /****************************************/
3254 2909
3255 enter_player_savebed (op); 2910 enter_player_savebed (op);
3256 2911
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2912 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2913
3263 /* it is possible that the player has blown something up 2914 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2915 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2916 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2917 * on the space that might harm the player.
3267 */ 2918 */
3268 will_kill_again = 0; 2919 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2921 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2922 will_kill_again |= tmp->attacktype;
3273 } 2923
3274 if (will_kill_again) 2924 if (will_kill_again)
3275 { 2925 {
3276 object *force; 2926 object *force;
3277 int at; 2927 int at;
3278 2928
3279 force = get_archetype (FORCE_NAME); 2929 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2930 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2931 force->speed = 0.1;
3282 force->speed_left = -5.0; 2932 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 2933 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2934 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2935 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2936 force->resist[at] = 100;
3288 } 2937
3289 insert_ob_in_ob (force, op); 2938 insert_ob_in_ob (force, op);
3290 fix_player (op); 2939 op->update_stats ();
3291 2940
3292 } 2941 }
3293 2942
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2943 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} 2944}
3363
3364 2945
3365void 2946void
3366loot_object (object *op) 2947loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2948{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2949 object *tmp, *tmp2, *next;
3369 2950
3370 if (op->container) 2951 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2952
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2953 for (tmp = op->inv; tmp; tmp = next)
3376 { 2954 {
3377 next = tmp->below; 2955 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2956
2957 if (tmp->invisible)
3379 continue; 2958 continue;
3380 remove_ob (tmp); 2959
2960 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2961 tmp->x = op->x, tmp->y = op->y;
2962
3382 if (tmp->type == CONTAINER) 2963 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2964 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2965
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2966 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2967 {
3388 if (tmp->nrof > 1) 2968 if (tmp->nrof > 1)
3389 { 2969 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2970 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2971 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2972 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2973 }
3394 else 2974 else
3395 free_object (tmp); 2975 tmp->destroy ();
3396 } 2976 }
3397 else 2977 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2978 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2979 }
3400} 2980}
3402/* 2982/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2983 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2984 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2985 * was changed.
3406 */ 2986 */
3407
3408void 2987void
3409fix_weight (void) 2988fix_weight (void)
3410{ 2989{
3411 player *pl; 2990 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2991 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2992 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2993
3417 if (old == sum) 2994 if (old == sum)
3418 continue; 2995 continue;
3419 fix_player (pl->ob); 2996 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2997 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 2998 }
3422} 2999}
3423 3000
3424void 3001void
3425fix_luck (void) 3002fix_luck (void)
3426{ 3003{
3427 player *pl; 3004 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3005 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3006 pl->ob->change_luck (0);
3432} 3007}
3433
3434 3008
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3009/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3010 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3011 * just treat this as any other spell casting object.
3438 */ 3012 */
3439
3440void 3013void
3441cast_dust (object *op, object *throw_ob, int dir) 3014cast_dust (object *op, object *throw_ob, int dir)
3442{ 3015{
3443 object *skop, *spob; 3016 object *skop, *spob;
3444 3017
3465 if (op->type == PLAYER) 3038 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3039 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3040
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3041 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3042
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3043 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3044}
3474 3045
3475void 3046void
3476make_visible (object *op) 3047make_visible (object *op)
3477{ 3048{
3480 if (op->type == PLAYER) 3051 if (op->type == PLAYER)
3481 { 3052 {
3482 op->contr->tmp_invis = 0; 3053 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3054 op->contr->invis_race = 0;
3484 } 3055 }
3056
3485 update_object (op, UP_OBJ_FACE); 3057 update_object (op, UP_OBJ_CHANGE);
3486} 3058}
3487 3059
3488int 3060int
3489is_true_undead (object *op) 3061is_true_undead (object *op)
3490{ 3062{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3063 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3064 return 1;
3495 3065
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; 3066 return 0;
3502} 3067}
3503 3068
3504/* look at the surrounding terrain to determine 3069/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3070 * the hideability of this object. Positive levels
3561 3126
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3127 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3128
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3129 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3130 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3131 if (!skop || num >= skop->level)
3568 { 3132 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3133 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3134 make_visible (op);
3571 return; 3135 return;
3572 } 3136 }
3573 else 3137 else
3574 num += 20; 3138 num += 20;
3575 } 3139
3576 num += op->map->difficulty; 3140 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3141 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3142 num -= hide;
3143
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3144 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3145 {
3581 make_visible (op); 3146 make_visible (op);
3582 if (op->type == PLAYER) 3147 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3148 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3149 }
3585 else if (op->type == PLAYER && skop) 3150 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3151 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3152}
3590 3153
3591/* determine if who is standing near a hostile creature. */ 3154/* determine if who is standing near a hostile creature. */
3592 3155
3593int 3156int
3620 if (mflags & P_OUT_OF_MAP) 3183 if (mflags & P_OUT_OF_MAP)
3621 continue; 3184 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3185 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3186 continue;
3624 3187
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3188 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3189 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3190 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3191 return 1;
3629 else if (tmp->type == PLAYER) 3192 else if (tmp->type == PLAYER)
3630 { 3193 {
3660 if (pl->type != PLAYER) 3223 if (pl->type != PLAYER)
3661 { 3224 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3225 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3226 return -1;
3664 } 3227 }
3228
3665 if (!pl || !op) 3229 if (!pl || !op)
3666 return 0; 3230 return 0;
3667 3231
3668 if (op->head)
3669 {
3670 op = op->head; 3232 op = op->head_ ();
3671 } 3233
3672 get_rangevector (pl, op, &rv, 0x1); 3234 get_rangevector (pl, op, &rv, 0x1);
3673 3235
3674 /* starting with the 'head' part, lets loop 3236 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3237 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3238 * part that is in the los array but isnt on
3684 3246
3685 /* only the viewable area the player sees is updated by LOS 3247 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3248 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3249 * for any meaningful values.
3688 */ 3250 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3251 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3252 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3253 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3254 return 1;
3693 op = op->more; 3255 op = op->more;
3694 } 3256 }
3695 return 0; 3257 return 0;
3696} 3258}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3355 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3356 int i = 0, j = 0;
3795 3357
3796 /* get the appropriate treasurelist */ 3358 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3359 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3360 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3361 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3362 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3363 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3364 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3365 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3366 trlist = treasurelist::find ("dragon_ability_poison");
3805 3367
3806 if (trlist == NULL || who->type != PLAYER) 3368 if (trlist == NULL || who->type != PLAYER)
3807 return; 3369 return;
3808 3370
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3371 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3372
3811 if (tr == NULL || tr->item == NULL) 3373 if (!tr || !tr->item)
3812 { 3374 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3375 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3376 return;
3815 } 3377 }
3816 3378
3882 { 3444 {
3883 /* forces in the treasurelist can alter the player's stats */ 3445 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3446 object *skin;
3885 3447
3886 /* first get the dragon skin force */ 3448 /* first get the dragon skin force */
3449 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); 3450 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3451 ;
3452
3888 if (skin == NULL) 3453 if (!skin)
3889 return; 3454 return;
3890 3455
3891 /* adding new spellpath attunements */ 3456 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3457 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3458 {
3938 * not readied. 3503 * not readied.
3939 */ 3504 */
3940void 3505void
3941player_unready_range_ob (player *pl, object *ob) 3506player_unready_range_ob (player *pl, object *ob)
3942{ 3507{
3943 rangetype i; 3508 if (pl->ob->current_weapon == ob)
3509 pl->ob->current_weapon = 0;
3944 3510
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3511 if (pl->combat_ob == ob)
3946 { 3512 pl->combat_ob = 0;
3513
3947 if (pl->ranges[i] == ob) 3514 if (pl->ranged_ob == ob)
3948 { 3515 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3516}
3517
3518sint8
3519player::visibility_at (maptile *map, int x, int y) const
3520{
3521 if (!ns)
3522 return 0;
3523
3524 int dx, dy;
3525 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3526 return 0;
3527
3528 x += dx - ns->current_x + ns->mapx / 2;
3529 y += dy - ns->current_y + ns->mapy / 2;
3530
3531 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3532 return 0;
3533
3534 return 100 - blocked_los [x][y];
3535}

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