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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 1.122 by root, Wed May 9 11:32:31 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>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec 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 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 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 */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 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} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
279
280 ob->update_stats ();
281 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0);
285
286 activate ();
287
288 send_rules (ob);
289 send_news (ob);
290 display_motd (ob);
291
292 INVOKE_PLAYER (CONNECT, this);
293 INVOKE_PLAYER (LOGIN, this);
294}
295
296void
297player::disconnect ()
298{
299 if (ns)
300 {
301 if (active)
302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303
304 INVOKE_PLAYER (DISCONNECT, this);
305
306 ns->reset_stats ();
307 ns->pl = 0;
308 ns = 0;
309 }
310
311 if (ob)
312 ob->close_container (); //TODO: client-specific
313
314 deactivate ();
315}
316
317// the need for this function can be explained
318// by load_object not returning the object
319void
320player::set_object (object *op)
321{
322 ob = op;
323 ob->contr = this; /* this aren't yet in archetype */
324
325 ob->speed_left = 0.5;
326 ob->speed = 1.0;
327 ob->direction = 5; /* So player faces south */
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348}
349
350void
351player::do_destroy ()
352{
353 disconnect ();
354
355 attachable::do_destroy ();
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
321/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
323 * mode. 372 * mode.
324 */ 373 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 374player *
375player::create ()
376{
377 player *pl = new player;
330 378
331 p = get_player (NULL); 379 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));
334 380
335 if (p->socket.faces_sent == NULL) 381 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 382 pl->ob->stats.wc = 2;
383 pl->ob->run_away = 25; /* Then we panick... */
337 384
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); 385 set_first_map (pl->ob);
345 386
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; 387 return pl;
354} 388}
355 389
356/* 390/*
357 * get_player_archetype() return next player archetype from archetype 391 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 392 * list. Not very efficient routine, but used only creating new players.
367 { 401 {
368 if (at == NULL || at->next == NULL) 402 if (at == NULL || at->next == NULL)
369 at = first_archetype; 403 at = first_archetype;
370 else 404 else
371 at = at->next; 405 at = at->next;
406
372 if (at->clone.type == PLAYER) 407 if (at->clone.type == PLAYER)
373 return at; 408 return at;
409
374 if (at == start) 410 if (at == start)
375 { 411 {
376 LOG (llevError, "No Player archetypes\n"); 412 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 413 exit (-1);
378 } 414 }
379 } 415 }
380} 416}
381 417
382
383object * 418object *
384get_nearest_player (object *mon) 419get_nearest_player (object *mon)
385{ 420{
386 object *op = NULL; 421 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 422 objectlink *ol;
389 unsigned lastdist; 423 unsigned lastdist;
390 rv_vector rv; 424 rv_vector rv;
391 425
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 427 {
394 /* We should not find free objects on this friendly list, but it 428 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 429 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 430 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 431 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 435 object *tmp = ol->ob;
402 436
403 /* Can't do much more other than log the fact, because the object 437 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 438 * itself will have been cleared.
405 */ 439 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
407 ol = ol->next; 442 ol = ol->next;
408 remove_friendly_object (tmp); 443 remove_friendly_object (tmp);
409 if (!ol) 444 if (!ol)
410 return op; 445 return op;
411 } 446 }
424 { 459 {
425 op = ol->ob; 460 op = ol->ob;
426 lastdist = rv.distance; 461 lastdist = rv.distance;
427 } 462 }
428 } 463 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 464
430 { 465 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 466 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 467 if (lastdist > rv.distance)
435 { 468 {
436 op = pl->ob; 469 op = pl->ob;
437 lastdist = rv.distance; 470 lastdist = rv.distance;
438 } 471 }
439 } 472
440 }
441#if 0 473#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 474 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 475#endif
444 return op; 476 return op;
445} 477}
463 * circling behaviour. Unfortunately, this function is also used to determined 495 * 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 496 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 497 * is probably not a good thing.
466 */ 498 */
467#define MAX_SPACES 50 499#define MAX_SPACES 50
468
469 500
470/* 501/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 502 * 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 503 * 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 504 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 535 x = mon->x;
505 y = mon->y; 536 y = mon->y;
506 m = mon->map; 537 m = mon->map;
507 dir = rv.direction; 538 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 539 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); 540 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541
510 /* If we can't solve it within the search distance, return now. */ 542 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 543 if (diff > max)
512 return 0; 544 return 0;
545
513 while (diff > 1 && max > 0) 546 while (diff > 1 && max > 0)
514 { 547 {
515 lastx = x; 548 lastx = x;
516 lasty = y; 549 lasty = y;
517 lastmap = m; 550 lastmap = m;
599 max--; 632 max--;
600 lastdir = dir; 633 lastdir = dir;
601 if (!firstdir) 634 if (!firstdir)
602 firstdir = dir; 635 firstdir = dir;
603 } 636 }
637
604 if (diff <= 1) 638 if (diff <= 1)
605 { 639 {
606 /* Recalculate diff (distance) because we may not have actually 640 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 641 * headed toward player for entire distance.
608 */ 642 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 643 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); 644 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 645 }
646
612 if (diff > max) 647 if (diff > max)
613 return 0; 648 return 0;
614 } 649 }
650
615 /* If we reached the max, didn't find a direction in time */ 651 /* If we reached the max, didn't find a direction in time */
616 if (!max) 652 if (!max)
617 return 0; 653 return 0;
618 654
619 return firstdir; 655 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 682 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 683 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 684 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 685 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 686 {
651 remove_ob (op); 687 op->destroy ();
652 free_object (op);
653 continue; 688 continue;
654 } 689 }
655 } 690 }
656 691
657 /* This really needs to be better - we should really give 692 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 703 if (tmp->type == op->type && tmp->name == op->name)
669 break; 704 break;
670 705
671 if (tmp) 706 if (tmp)
672 { 707 {
673 remove_ob (op); 708 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 709 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 710 continue;
677 } 711 }
712
678 if (op->nrof > 1) 713 if (op->nrof > 1)
679 op->nrof = 1; 714 op->nrof = 1;
680 } 715 }
681 716
682 if (op->type == SPELLBOOK && op->inv) 717 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 729 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 730 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 731 }
697 if (op->type == SPELL) 732 if (op->type == SPELL)
698 { 733 {
699 remove_ob (op); 734 op->destroy ();
700 free_object (op);
701 continue; 735 continue;
702 } 736 }
703 else if (op->type == SKILL) 737 else if (op->type == SKILL)
704 { 738 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 739 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 748 /* Need to set up the skill pointers */
715 link_player_skills (pl); 749 link_player_skills (pl);
716} 750}
717 751
718void 752void
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) 753get_party_password (object *op, partylist *party)
803{ 754{
804 if (party == NULL) 755 if (party == NULL)
805 { 756 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 757 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 758 return;
808 } 759 }
760
809 op->contr->write_buf[0] = '\0'; 761 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 762 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 763 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 764 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 765}
814
815 766
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 767/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 768static int
818roll_stat (void) 769roll_stat (void)
819{ 770{
820 int a[4], i, j, k; 771 int a[4], i, j, k;
821 772
822 for (i = 0; i < 4; i++) 773 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 774 a[i] = (int) rndm (6) + 1;
824 775
825 for (i = 0, j = 0, k = 7; i < 4; i++) 776 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 777 if (a[i] < k)
827 k = a[i], j = i; 778 k = a[i], j = i;
828 779
829 for (i = 0, k = 0; i < 4; i++) 780 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 781 if (i != j)
832 k += a[i]; 782 k += a[i];
833 } 783
834 return k; 784 return k;
835} 785}
836 786
837void 787void
838roll_stats (object *op) 788object::roll_stats ()
839{ 789{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 790 int statsort [7];
843 791
844 do 792 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 } 793 {
855 while (sum < 82 || sum > 116); 794 int sum = 0;
795 for (int i = 7; i--; )
796 sum += statsort [i] = roll_stat ();
856 797
798 if (sum >= 82 && sum <= 116)
799 break;
800 }
801
857 /* Sort the stats so that rerolling is easier... */ 802 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 803 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;
865 804
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]; 805 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 806 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 807 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 808 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 809 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 810 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 811 stats.Cha = statsort[6];
890 812
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; 813 stats.exp = 0;
902 op->stats.ac = 0; 814 stats.ac = 0;
903 815
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; 816 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
912 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
913} 828}
914 829
915void 830void
916Roll_Again (object *op) 831object::swap_stats (int a, int b)
917{ 832{
918 esrv_new_player (op->contr, 0); 833 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 834 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)? "); 835 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 836
923void 837 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
925{ 869{
926 signed char tmp;
927 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
928 871
929 if (op->contr->Swap_First == -1) 872 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); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 874 //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); 875 //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} 876}
1044 877
1045/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1049 * not the class. 882 * not the class.
1050 */ 883 */
1051 884void
1052int 885player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 886{
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 */ 887 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 889
890 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl)
892 create_treasure (tl, ob, 0, 0, 0);
893
1071 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1073 896
1074 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1075 898
1076 if (op->msg) 899 if (ob->msg)
1077 op->msg = NULL; 900 ob->msg = 0;
1078 901
1079 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1080 * to save here. 903 * to save here.
1081 */ 904 */
905 {
906 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1084 910
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 911 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 914 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1093 fix_player (op); 916 ob->update_stats ();
1094 917
1095 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1096 * is one for this race 919 * is one for this race
1097 */ 920 */
1098 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1099 { 922 {
1100 object *tmp; 923 object *tmp;
1101 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1102 925
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 927 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1110 * default initial map */ 933 * default initial map */
1111 free_object (tmp); 934 tmp->destroy ();
1112 } 935 }
1113 else 936 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 938}
1117 return 0;
1118 }
1119 939
940void
941player::chargen_race_next ()
942{
1120 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1122 */ 945 */
1123 946
1124 tmp_loop = 0; 947 do
1125 while (!tmp_loop)
1126 { 948 {
1127 shstr name = op->name; 949 shstr name = ob->name;
1128 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1129 951
1130 remove_statbonus (op); 952 ob->remove_statbonus ();
1131 remove_ob (op); 953 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 955 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 956 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1137 op->x = x; 959 ob->x = x;
1138 op->y = y; 960 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 964 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 965 }
966 while (!allowed_class (ob));
1145 967
1146 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 970 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 973 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} 974}
1208 975
1209void 976void
1210flee_player (object *op) 977flee_player (object *op)
1211{ 978{
1241 { 1008 {
1242 op->enemy = NULL; 1009 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1011 return;
1245 } 1012 }
1013
1246 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1247 1015
1248 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1250 { 1018 {
1251 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1252 1020
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1022 return;
1256 }
1257 } 1023 }
1024
1258 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1027 op->enemy = NULL;
1261} 1028}
1262 1029
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1032 * stop.
1267 */ 1033 */
1268int 1034int
1269check_pick (object *op) 1035check_pick (object *op)
1270{ 1036{
1271 object *tmp, *next; 1037 object *tmp, *next;
1272 int stop = 0; 1038 int stop = 0;
1273 int j, k, wvratio; 1039 int wvratio;
1274 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1275 1041
1276 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1278 return 1; 1044 return 1;
1279 1045
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 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)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1116 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 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)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 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 } 1121 }
1122
1384 /* philosophy: 1123 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1124 * 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 1125 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1128 * example.
1390 * The drawback: right now it has no frontend, so you need to 1129 * 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 1130 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1165 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1166 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1167 if (tmp->type == FOOD)
1429 { 1168 {
1430 pick_up (op, tmp); 1169 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1170 continue;
1434 } 1171 }
1172
1435 if (op->contr->mode & PU_DRINK) 1173 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1175 {
1438 pick_up (op, tmp); 1176 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1177 continue;
1442 } 1178 }
1443 1179
1444 if (op->contr->mode & PU_POTION) 1180 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1181 if (tmp->type == POTION)
1446 { 1182 {
1447 pick_up (op, tmp); 1183 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1184 continue;
1451 } 1185 }
1452 1186
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1187 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1188 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1189 if (tmp->type == SPELLBOOK)
1456 { 1190 {
1457 pick_up (op, tmp); 1191 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1192 continue;
1461 } 1193 }
1194
1462 if (op->contr->mode & PU_SKILLSCROLL) 1195 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1196 if (tmp->type == SKILLSCROLL)
1464 { 1197 {
1465 pick_up (op, tmp); 1198 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1199 continue;
1469 } 1200 }
1201
1470 if (op->contr->mode & PU_READABLES) 1202 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1204 {
1473 pick_up (op, tmp); 1205 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1206 continue;
1477 } 1207 }
1478 1208
1479 /* wands/staves/rods/horns */ 1209 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1212 {
1483 pick_up (op, tmp); 1213 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1214 continue;
1487 } 1215 }
1488 1216
1489 /* pick up all magical items */ 1217 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1218 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1220 {
1493 pick_up (op, tmp); 1221 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1222 continue;
1497 } 1223 }
1498 1224
1499 if (op->contr->mode & PU_VALUABLES) 1225 if (op->contr->mode & PU_VALUABLES)
1500 { 1226 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1227 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1228 {
1503 pick_up (op, tmp); 1229 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1230 continue;
1507 } 1231 }
1508 } 1232 }
1509 1233
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1234 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1235 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1237 {
1514 pick_up (op, tmp); 1238 pick_up (op, tmp);
1239 continue;
1515 if (0) 1240 }
1516 fprintf (stderr, "JEWELS\n"); 1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1517 continue; 1247 continue;
1518 } 1248 }
1519 1249
1520 /* bows and arrows. Bows are good for selling! */ 1250 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1251 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1252 if (tmp->type == BOW)
1523 { 1253 {
1524 pick_up (op, tmp); 1254 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1255 continue;
1528 } 1256 }
1257
1529 if (op->contr->mode & PU_ARROW) 1258 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1259 if (tmp->type == ARROW)
1531 { 1260 {
1532 pick_up (op, tmp); 1261 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1262 continue;
1536 } 1263 }
1537 1264
1538 /* all kinds of armor etc. */ 1265 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1266 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1267 if (tmp->type == ARMOUR)
1541 { 1268 {
1542 pick_up (op, tmp); 1269 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1270 continue;
1546 } 1271 }
1272
1547 if (op->contr->mode & PU_HELMET) 1273 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1274 if (tmp->type == HELMET)
1549 { 1275 {
1550 pick_up (op, tmp); 1276 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1277 continue;
1554 } 1278 }
1279
1555 if (op->contr->mode & PU_SHIELD) 1280 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1281 if (tmp->type == SHIELD)
1557 { 1282 {
1558 pick_up (op, tmp); 1283 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1284 continue;
1562 } 1285 }
1286
1563 if (op->contr->mode & PU_BOOTS) 1287 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1288 if (tmp->type == BOOTS)
1565 { 1289 {
1566 pick_up (op, tmp); 1290 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1291 continue;
1570 } 1292 }
1293
1571 if (op->contr->mode & PU_GLOVES) 1294 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1295 if (tmp->type == GLOVES)
1573 { 1296 {
1574 pick_up (op, tmp); 1297 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1298 continue;
1578 } 1299 }
1300
1579 if (op->contr->mode & PU_CLOAK) 1301 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1302 if (tmp->type == CLOAK)
1581 { 1303 {
1582 pick_up (op, tmp); 1304 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1305 continue;
1586 } 1306 }
1587 1307
1588 /* hoping to catch throwing daggers here */ 1308 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1309 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1311 {
1592 pick_up (op, tmp); 1312 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1313 continue;
1596 } 1314 }
1597 1315
1598 /* careful: chairs and tables are weapons! */ 1316 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1317 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1320 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1323 {
1606 pick_up (op, tmp); 1324 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1325 continue;
1610 } 1326 }
1611 } 1327 }
1328
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1329 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1330 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1332 {
1616 pick_up (op, tmp); 1333 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1334 continue;
1620 } 1335 }
1621 } 1336 }
1622 } 1337 }
1623 1338
1624 /* misc stuff that's useful */ 1339 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1340 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1342 {
1628 pick_up (op, tmp); 1343 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1344 continue;
1632 } 1345 }
1633 1346
1634 /* any of the last 4 bits set means we use the ratio for value 1347 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1348 * pickups */
1657 continue; 1370 continue;
1658 } 1371 }
1659 } 1372 }
1660 } /* the new pickup model */ 1373 } /* the new pickup model */
1661 } 1374 }
1375
1662 return !stop; 1376 return !stop;
1663} 1377}
1664 1378
1665/* 1379/*
1666 * Find an arrow in the inventory and after that 1380 * Find an arrow in the inventory and after that
1668 * found object is returned. 1382 * found object is returned.
1669 */ 1383 */
1670object * 1384object *
1671find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1672{ 1386{
1673 object *tmp = NULL; 1387 object *tmp = 0;
1674 1388
1675 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1679 return op; 1393 return op;
1394
1680 return tmp; 1395 return tmp;
1681} 1396}
1682 1397
1683/* 1398/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1403 */
1689
1690object * 1404object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1406{
1693 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1475 * op = the shooter
1762 * type = bow->race 1476 * type = bow->race
1763 * dir = fire direction 1477 * dir = fire direction
1764 */ 1478 */
1765
1766object * 1479object *
1767pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1768{ 1481{
1769 object *tmp = NULL; 1482 object *tmp = NULL;
1770 maptile *m; 1483 maptile *m;
1843 if (!dir) 1556 if (!dir)
1844 { 1557 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1559 return 0;
1847 } 1560 }
1848 if (op->type == PLAYER) 1561
1849 bow = op->contr->ranges[range_bow]; 1562 if (player *pl = op->contr)
1563 {
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1850 else 1567 else
1851 { 1568 {
1852 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* 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. 1571 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1576 if (!bow)
1860 { 1577 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1579 return 0;
1863 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1864 } 1589 }
1590
1865 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1866 { 1592 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1594 return 0;
1869 } 1595 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1598
1873 /* penalize ROF for bestarrow */ 1599 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1876 if (bowspeed < 1) 1603 if (bowspeed < 1)
1877 bowspeed = 1; 1604 bowspeed = 1;
1878 1605
1879 if (arrow == NULL) 1606 if (arrow == NULL)
1880 { 1607 {
1883 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 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 */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1613 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1888 return 0; 1616 return 0;
1889 } 1617 }
1890 } 1618 }
1619
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1621 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1622 return 0;
1895 } 1623
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1624 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1625 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1626 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1627 return 0;
1900 } 1628 }
1901 1629
1902 /* this should not happen, but sometimes does */ 1630 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1631 if (arrow->nrof == 0)
1904 { 1632 {
1905 remove_ob (arrow); 1633 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1634 return 0;
1908 } 1635 }
1909 1636
1910 left = arrow; /* these are arrows left to the player */ 1637 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1638 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1639 if (!arrow)
1913 { 1640 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1642 return 0;
1916 } 1643 }
1917 set_owner (arrow, op); 1644
1645 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1646 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1647 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1648
1924 if (op->type == PLAYER) 1649 if (op->type == PLAYER)
1925 { 1650 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1652 op->update_stats ();
1928 } 1653 }
1929 1654
1930 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1656
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1658 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1659 arrow->stats.grace = arrow->attacktype;
1660
1934 if (arrow->slaying != NULL) 1661 if (arrow->slaying)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1662 arrow->spellarg = strdup (arrow->slaying);
1936 1663
1937 /* Note that this was different for monsters - they got their level 1664 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 1665
1943 /* update the speed */ 1666 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1667 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; 1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1669
1947 if (arrow->speed < 1.0) 1670 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1951 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1952 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1953 { 1676 {
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; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1959 } 1682 }
1960 else 1683 else
1961 { 1684 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1685 arrow->level = op->level;
1964 } 1686 arrow->stats.wc -= bow->magic;
1965 1687
1966 if (arrow->attacktype == AT_PHYSICAL) 1688 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying;
1690 }
1691
1692 arrow->stats.wc -= arrow->level;
1693
1967 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1968 1695
1969 if (bow->slaying != NULL)
1970 arrow->slaying = bow->slaying;
1971
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1698
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1978 1701
1979 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1703 move_arrow (arrow);
1981 1704
1982 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
2002{ 1725{
2003 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
2004 1727
2005 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
2006 { 1729 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1731 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1733 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1735 wcmod = -1;
1736
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1738 }
2015 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
2016 { 1740 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1746 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 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); 1748 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); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1750 }
2028 else 1751 else
2029 { 1752 {
2030 /* Simple case */ 1753 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1755 }
1756
2033 return ret; 1757 return ret;
2034} 1758}
2035 1759
2036 1760
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
2039 */ 1763 */
2040void 1764void
2041fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
2042{ 1766{
2043 object *item; 1767 object *item = op->contr->ranged_ob;
2044 1768
2045 if (!op->contr->ranges[range_misc]) 1769 if (!item)
2046 { 1770 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1772 return;
2049 } 1773 }
2050 1774
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1775 if (!item->inv)
2053 { 1776 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1778 return;
2056 } 1779 }
1780
1781 op->set_weapon (item);
1782
2057 if (item->type == WAND) 1783 if (item->type == WAND)
2058 { 1784 {
2059 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2060 { 1786 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2063 return; 1790 return;
2064 } 1791 }
2065 } 1792 }
2066 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2067 { 1794 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1796 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2071 if (item->type == ROD) 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1801 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2075 return; 1804 return;
2076 } 1805 }
2077 } 1806 }
2078 1807
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2087 1816
2088 if (item->arch) 1817 if (item->arch)
2089 { 1818 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2092 item->speed = 0; 1821 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1822 }
1823
2095 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1826 }
2098 } 1827 }
2099 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1829 drain_rod_charge (item);
2102 }
2103 } 1830 }
2104} 1831}
2105 1832
2106/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2107 */ 1834 */
2112 1839
2113 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2115 make_visible (op); 1842 make_visible (op);
2116 1843
2117 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2118 { 1847 {
2119 case range_none: 1848 control_golem (op->contr->golem, dir);
2120 return; 1849 return;
1850 }
2121 1851
2122 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2123 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2124 return; 1861 break;
2125 1862
2126 case range_magic: /* Casting spells */ 1863 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1865 break;
2129 1866
2130 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1876 default:
2131 fire_misc_object (op, dir); 1877 fire_misc_object (op, dir);
2132 return; 1878 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 } 1879 }
2161} 1880}
2162
2163
2164 1881
2165/* find_key 1882/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1887 * pl is the player,
2171 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2174 */ 1891 */
2175
2176object * 1892object *
2177find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2178{ 1894{
2179 object *tmp, *key; 1895 object *tmp, *key;
2180 1896
2181 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1898 if (!container->inv)
2183 return NULL; 1899 return 0;
2184 1900
2185 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1903 {
2188 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1905 break;
2190 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2192 */ 1908 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1910 break;
2195 } 1911 }
1912
2196 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1916 * a key, return
2200 */ 1917 */
2201 if (!tmp) 1918 if (!tmp)
2202 { 1919 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1921 {
2205 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1924 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2209 return key; 1926 return key;
2210 } 1927 }
2211 } 1928 }
1929
2212 if (!tmp) 1930 if (!tmp)
2213 return NULL; 1931 return NULL;
2214 } 1932 }
1933
2215 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
2217 */ 1936 */
2218 if (pl != container) 1937 if (pl != container)
2219 { 1938 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1961 return NULL;
2243 } 1962 }
2244 } 1963 }
1964
2245 return tmp; 1965 return tmp;
2246} 1966}
2247 1967
2248/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1971 * 0 otherwise
2252 */ 1972 */
2253static int 1973static int
2254player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2255{ 1975{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* 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 - 1977 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2260 */ 1979 */
2261 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2264 if (key) 1983 if (key)
2265 { 1984 {
2266 object *container = key->env; 1985 object *container = key->env;
2267 1986
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2269 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2270 make_visible (op); 1990 make_visible (op);
1991
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2273 if (door->type == DOOR) 1995 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2278 { 1998 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2281 } 2001 }
2002
2282 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2285 if (container != op) 2006 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2287 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2288 } 2010 }
2289 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2290 { 2012 {
2291 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2015 return 1;
2294 } 2016 }
2017
2295 return 0; 2018 return 0;
2296} 2019}
2297 2020
2298/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2303 */ 2026 */
2304
2305void 2027void
2306move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2307{ 2029{
2308 object *tmp, *mon; 2030 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2031 int on_battleground;
2311 maptile *m; 2032 maptile *m;
2312 2033
2313 nx = freearr_x[dir] + op->x; 2034 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2035 sint16 ny = freearr_y[dir] + op->y;
2315 2036
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2037 on_battleground = op_on_battleground (op, 0, 0);
2317 2038
2318 /* If braced, or can't move to the square, and it is not out of the 2039 /* 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 2040 * 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 2041 * 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 2042 * player. This is a pretty nasty hack, because if we could
2326 */ 2047 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2049 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2051 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2052 m = op->map->xy_find (nx, ny);
2332 if (!m) 2053 if (!m)
2333 return; /* Don't think this should happen */ 2054 return; /* Don't think this should happen */
2334 } 2055 }
2335 else 2056 else
2336 m = op->map; 2057 m = op->map;
2337 2058
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2059 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; 2060 return;
2342 }
2343 2061
2344 mon = NULL; 2062 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2063 /* 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. 2064 * 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 2065 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2066 * on the space
2349 */ 2067 */
2350 while (tmp != NULL) 2068 while (tmp)
2351 { 2069 {
2352 if (tmp == op) 2070 if (tmp == op)
2353 { 2071 {
2354 tmp = tmp->above; 2072 tmp = tmp->above;
2355 continue; 2073 continue;
2365 mon = tmp; 2083 mon = tmp;
2366 2084
2367 tmp = tmp->above; 2085 tmp = tmp->above;
2368 } 2086 }
2369 2087
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2088 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2089 return; /* into a wall */
2372 2090
2373 if (mon->head != NULL) 2091 if (mon->head)
2374 mon = mon->head; 2092 mon = mon->head;
2375 2093
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2094 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2095 if (player_attack_door (op, mon))
2378 return; 2096 return;
2390 * player owns it and it is either friendly or unagressive. 2108 * player owns it and it is either friendly or unagressive.
2391 */ 2109 */
2392 if ((op->type == PLAYER) 2110 if ((op->type == PLAYER)
2393#if COZY_SERVER 2111#if COZY_SERVER
2394 && 2112 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2113 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2114 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2115#else
2398 && get_owner (mon) == op 2116 && mon->owner == op
2399#endif 2117#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2119 {
2402 /* If we're braced, we don't want to switch places with it */ 2120 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2121 if (op->contr->braced)
2404 return; 2122 return;
2123
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2125 push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2127 make_visible (op);
2128
2409 return; 2129 return;
2410 } 2130 }
2411 2131
2412 /* in certain circumstances, you shouldn't attack friendly 2132 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2133 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2135 * attack them either.
2416 */ 2136 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2137 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2138 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2139#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2140 (op->contr->peaceful
2421 || (mon->type == PLAYER 2141 || (mon->type == PLAYER
2422 && mon->contr-> 2142 && mon->contr->
2423 peaceful)) && 2143 peaceful)) &&
2424#else 2144#else
2425 op->contr->peaceful && 2145 op->contr->peaceful &&
2426#endif 2146#endif
2427 !on_battleground)) 2147 !on_battleground))
2428 { 2148 {
2429 if (!op->contr->braced) 2149 if (!op->contr->braced)
2430 { 2150 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2152 push_ob (mon, dir, op);
2433 } 2153 }
2434 else 2154 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2155 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2156
2438 if (op->contr->tmp_invis || op->hide) 2157 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2158 make_visible (op);
2440 } 2159 }
2441 2160
2442 /* If the object is a boulder or other rollable object, then 2161 /* 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 2172 * 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: 2173 * 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 2174 * 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. 2175 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2176 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2177 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))) 2178 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2179 {
2462 2180
2463 /* If the player hasn't hit something this tick, and does 2181 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2188 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2189
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2191 }
2474 2192
2475 skill_attack (mon, op, 0, NULL, NULL); 2193 skill_attack (mon, op, 0, 0, 0);
2476 2194
2477 /* If attacking another player, that player gets automatic 2195 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2196 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2197 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2198 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2200 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2201 {
2484 short luck = mon->stats.luck; 2202 short luck = mon->stats.luck;
2485 2203
2486 mon->contr->has_hit = 1; 2204 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2205 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2206 mon->stats.luck = luck;
2489 } 2207 }
2208
2490 if (action_makes_visible (op)) 2209 if (action_makes_visible (op))
2491 make_visible (op); 2210 make_visible (op);
2492 } 2211 }
2493 } /* if player should attack something */ 2212 } /* if player should attack something */
2494} 2213}
2496int 2215int
2497move_player (object *op, int dir) 2216move_player (object *op, int dir)
2498{ 2217{
2499 int pick; 2218 int pick;
2500 2219
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2221 return 0;
2503 2222
2504 /* Sanity check: make sure dir is valid */ 2223 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2224 if ((dir < 0) || (dir >= 9))
2506 { 2225 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2226 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2227 return 0;
2509 } 2228 }
2510 2229
2511 /* peterm: added following line */ 2230 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2232 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2233
2515 op->facing = dir; 2234 op->facing = dir;
2516 2235
2517 if (op->hide) 2236 if (op->hide)
2518 do_hidden_move (op); 2237 do_hidden_move (op);
2529 2248
2530 /* Add special check for newcs players and fire on - this way, the 2249 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2250 * server can handle repeat firing.
2532 */ 2251 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2252 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2253 op->direction = dir;
2536 }
2537 else 2254 else
2538 {
2539 op->direction = 0; 2255 op->direction = 0;
2540 } 2256
2541 /* Update how the player looks. Use the facing, so direction may 2257 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2258 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2259 * for players.
2544 */ 2260 */
2545 animate_object (op, op->facing); 2261 animate_object (op, op->facing);
2554 * Returns true if there are more actions we can do. 2270 * Returns true if there are more actions we can do.
2555 */ 2271 */
2556int 2272int
2557handle_newcs_player (object *op) 2273handle_newcs_player (object *op)
2558{ 2274{
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)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2276 {
2581 flee_player (op); 2277 flee_player (op);
2582 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED)) 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2280 {
2585 op->speed_left--; 2281 op->speed_left--;
2586 return 0; 2282 return 0;
2587 } 2283 }
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 } 2284 }
2601 2285
2602 /* call this here - we also will call this in do_ericserver, but 2286 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2287 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2288 * called, so we recheck it here.
2605 */ 2289 */
2606 HandleClient (&op->contr->socket, op->contr); 2290 if (op->contr->ns->handle_command ())
2291 return 1;
2292
2607 if (op->speed_left < 0) 2293 if (op->speed_left > 0)
2608 return 0; 2294 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2295 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2296 {
2612 /* All move commands take 1 tick, at least for now */ 2297 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2298 op->speed_left--;
2614 2299
2615 /* Instead of all the stuff below, let move_player take care 2300 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2301 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2302 * there, as well as the confusion stuff.
2618 */ 2303 */
2619 move_player (op, op->direction); 2304 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2305
2621 return 1; 2306 return op->speed_left > 0;
2622 else 2307 }
2623 return 0;
2624 } 2308 }
2309
2625 return 0; 2310 return 0;
2626} 2311}
2627 2312
2628int 2313int
2629save_life (object *op) 2314save_life (object *op)
2630{ 2315{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2316 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2317 return 0;
2635 2318
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2319 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2320 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2321 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2322 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)); 2323 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2324
2641 if (op->contr) 2325 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2326 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2327
2644 free_object (tmp); 2328 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2329 CLEAR_FLAG (op, FLAG_LIFESAVE);
2330
2646 if (op->stats.hp < 0) 2331 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2332 op->stats.hp = op->stats.maxhp;
2333
2648 if (op->stats.food < 0) 2334 if (op->stats.food < 0)
2649 op->stats.food = 999; 2335 op->stats.food = 999;
2650 fix_player (op); 2336
2337 op->update_stats ();
2651 return 1; 2338 return 1;
2652 } 2339 }
2340
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2341 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2342 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2343 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2344 return 0;
2657} 2345}
2662 * from. 2350 * from.
2663 */ 2351 */
2664void 2352void
2665remove_unpaid_objects (object *op, object *env) 2353remove_unpaid_objects (object *op, object *env)
2666{ 2354{
2667 object *next;
2668
2669 while (op) 2355 while (op)
2670 { 2356 {
2671 next = op->below; /* Make sure we have a good value, in case 2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2358
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2360 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2361 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2362 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2363
2364 op->insert_at (env);
2682 } 2365 }
2683 else if (op->inv) 2366 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2367 remove_unpaid_objects (op->inv, env);
2368
2685 op = next; 2369 op = next;
2686 } 2370 }
2687} 2371}
2688
2689 2372
2690/* 2373/*
2691 * Returns pointer a static string containing gravestone text 2374 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2375 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2376 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2387 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2389 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2390 else
2708 sprintf (buf, "%s\n", &op->name); 2391 sprintf (buf, "%s\n", &op->name);
2392
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2394 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2396 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2397 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2398 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2399
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2401 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2718 { 2403 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2404 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2405 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2406 strcat (buf2, buf);
2722 } 2407 }
2408
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2409 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2411 strcat (buf2, buf);
2412
2726 return buf2; 2413 return buf2;
2727} 2414}
2728
2729
2730 2415
2731void 2416void
2732do_some_living (object *op) 2417do_some_living (object *op)
2733{ 2418{
2734 int last_food = op->stats.food; 2419 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2425 int rate_grace = 2000;
2741 const int max_hp = 1; 2426 const int max_hp = 1;
2742 const int max_sp = 1; 2427 const int max_sp = 1;
2743 const int max_grace = 1; 2428 const int max_grace = 1;
2744 2429
2745 if (op->contr->outputs_sync) 2430 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 } 2431 {
2432 op->invisible = 1000;
2433 /* the socket code flashes the player visible/invisible
2434 * depending on the value of invisible, so we need to
2435 * alternate it here for it to work correctly.
2436 */
2437 if (pticks & 2)
2438 op->invisible--;
2439 }
2440 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2441 {
2442 if (!op->invisible--)
2443 {
2444 make_visible (op);
2445 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 }
2447 }
2751 2448
2752 if (op->contr->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2753 { 2450 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2452 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2453 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2455 else
2760 { 2456 {
2761 gen_hp = op->stats.maxhp; 2457 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2459 }
2460
2764 if (op->contr->gen_sp >= 0) 2461 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2463 else
2767 { 2464 {
2768 gen_sp = op->stats.maxsp; 2465 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2467 }
2468
2771 if (op->contr->gen_grace >= 0) 2469 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2471 else
2774 { 2472 {
2775 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2475 }
2778 2476
2779 /* Regenerate Spell Points */ 2477 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2478 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2479 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2480 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) 2481 if (op->stats.sp < op->stats.maxsp)
2784 { 2482 {
2785 op->stats.sp++; 2483 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2489 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2491 op->stats.food = last_food;
2794 } 2492 }
2795 } 2493 }
2494
2796 if (max_sp > 1) 2495 if (max_sp > 1)
2797 { 2496 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2497 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2498 if (over_sp > 0)
2800 { 2499 {
2801 if (op->stats.sp < op->stats.maxsp) 2500 if (op->stats.sp < op->stats.maxsp)
2802 { 2501 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2505 op->stats.sp--;
2506
2806 if (op->stats.sp > op->stats.maxsp) 2507 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2508 op->stats.sp = op->stats.maxsp;
2808 } 2509 }
2809 op->last_sp = 0; 2510 op->last_sp = 0;
2810 } 2511 }
2811 else 2512 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2514 }
2816 else 2515 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2517 }
2821 2518
2822 /* Regenerate Grace */ 2519 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2521 if (--op->last_grace < 0)
2825 { 2522 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2523 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2828 if (max_grace > 1) 2526 if (max_grace > 1)
2829 { 2527 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2529 if (over_grace > 0)
2832 { 2530 {
2860 op->stats.food += op->contr->digestion; 2558 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2560 op->stats.food = last_food;
2863 } 2561 }
2864 } 2562 }
2563
2865 if (max_hp > 1) 2564 if (max_hp > 1)
2866 { 2565 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2567 if (over_hp > 0)
2869 { 2568 {
2893 2592
2894 if (op->contr->gen_hp > 0) 2593 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2595 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2898 /* dms do not consume food */ 2598 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2600 op->stats.food--;
2901 } 2601 }
2902 }
2903 2602
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2604 {
2906 object *tmp, *flesh = NULL; 2605 object *tmp, *flesh = 0;
2907 2606
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2608 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2914 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.");
2915 manual_apply (op, tmp, 0); 2614 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2616 break;
2918 } 2617 }
2919 else if (tmp->type == FLESH) 2618 else if (tmp->type == FLESH)
2920 flesh = tmp; 2619 flesh = tmp;
2921 } /* End if paid for object */ 2620 } /* End if paid for object */
2922 } /* end of for loop */ 2621 } /* end of for loop */
2622
2923 /* If player is still starving, it means they don't have any food, so 2623 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2624 * eat flesh instead.
2925 */ 2625 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2627 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2629 manual_apply (op, flesh, 0);
2930 } 2630 }
2931 } /* end if player is starving */ 2631 }
2932 2632
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2634 op->stats.food++, op->stats.hp--;
2935 2635
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2637 kill_player (op);
2638 }
2938} 2639}
2939
2940
2941 2640
2942/* If the player should die (lack of hp, food, etc), we call this. 2641/* 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 2642 * 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 2643 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2644 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2674 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..."); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2676
2978 /* restore player */ 2677 /* restore player */
2979 at = archetype::find ("poisoning"); 2678 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2680 {
2983 remove_ob (tmp); 2681 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2683 }
2987 2684
2988 at = archetype::find ("confusion"); 2685 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2687 {
2992 remove_ob (tmp); 2688 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2690 }
2996 2691
2997 cure_disease (op, 0); /* remove any disease */ 2692 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2693 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2694 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2695 op->stats.food = 999;
3001 2696
3002 /* create a bodypart-trophy to make the winner happy */ 2697 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2699 {
3006 sprintf (buf, "%s's finger", &op->name); 2700 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2701 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " 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); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2705 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2708 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2709 }
3017 2710
3018 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2713 op->contr->braced = 0;
3025 2718
3026 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
3027 2720
3028 if (op->stats.food < 0) 2721 if (op->stats.food < 0)
3029 { 2722 {
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); 2723 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2724 strcpy (op->contr->killer, "starvation");
3039 } 2725 }
3040 else 2726 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); 2727 sprintf (buf, "%s died.", &op->name);
3050 } 2728
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2730
3053 /* save the map location for corpse, gravestone */ 2731 /* save the map location for corpse, gravestone */
3054 x = op->x; 2732 x = op->x;
3055 y = op->y; 2733 y = op->y;
3056 map = op->map; 2734 map = op->map;
3057 2735
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2736 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2737 * 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. 2738 * See the config.h file for a little more in depth detail about this.
3064 */ 2739 */
3065 2740
3066 /* Basically two ways to go - remove a stat permanently, or just 2741 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2742 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2743 * of death.
3069 */ 2744 */
3070#ifndef COZY_SERVER 2745#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2746 if (settings.balanced_stat_loss)
3072 { 2747 {
3073 /* If stat loss is permanent, lose one stat only. */ 2748 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2749 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2750 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2751 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2752 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2753 little bit harder. */
3079 /* GD */ 2754 /* GD */
3080 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2756 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2757 else
3086 { 2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
3087 num_stats_lose = 1; 2761 num_stats_lose = 1;
3088 } 2762
3089 lost_a_stat = 0; 2763 lost_a_stat = 0;
3090 2764
3091 for (z = 0; z < num_stats_lose; z++) 2765 for (z = 0; z < num_stats_lose; z++)
3092 { 2766 {
3093 i = RANDOM () % NUM_STATS; 2767 i = RANDOM () % NUM_STATS;
3094 2768
3095 if (settings.stat_loss_on_death) 2769 if (settings.stat_loss_on_death)
3096 { 2770 {
3097 /* Pick a random stat and take a point off it. Tell the player 2771 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2772 * what he lost.
3099 */ 2773 */
3100 change_attr_value (&(op->stats), i, -1); 2774 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2775 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2776 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2777 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
3106 } 2792 }
3107 else 2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
3108 { 2795 {
3109 /* deplete a stat */ 2796 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2797 /* Get the stat that we're about to deplete. */
3111 object *dep; 2798 this_stat = get_attr_value (&(dep->stats), i);
3112 2799 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2800 {
3116 dep = arch_to_object (deparch); 2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2802 int keep_chance = this_stat * this_stat;
3118 } 2803
3119 lose_this_stat = 1; 2804 /* 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) 2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2810 {
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; 2811 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2812 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2813 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 } 2814 }
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 */ 2815 else
3161 if (this_stat >= -50)
3162 { 2816 {
3163 change_attr_value (&(dep->stats), i, -1); 2817 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; 2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2822 }
3169 } 2823 }
3170 } 2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
3171 } 2843 }
2844 }
2845 }
3172 /* If no stat lost, tell the player. */ 2846 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2847 if (!lost_a_stat)
3174 { 2848 {
3175 /* determine_god() seems to not work sometimes... why is this? 2849 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2850 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2851 const char *god = determine_god (op);
3178 2852
3179 if (god && (strcmp (god, "none"))) 2853 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); 2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2855 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2857 }
2858#else
2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2860#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 2861
3187 /* Put a gravestone up where the character 'almost' died. List the 2862 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2863 * exp loss on the stone.
3189 */ 2864 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2865 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2866 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2867 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2868 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2869 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); 2870 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; 2871 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2872 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2873 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2874
3200 /**************************************/ 2875 /**************************************/
3201 /* */ 2876 /* */
3202 /* Subtract the experience points, */ 2877 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2878 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2879 /* food, and reset HP's... */
3205 /* */ 2880 /* */
3206
3207 /**************************************/ 2881 /**************************************/
3208 2882
3209 /* remove any poisoning and confusion the character may be suffering. */ 2883 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2884 /* restore player */
3211 at = archetype::find ("poisoning"); 2885 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2886 tmp = present_arch_in_ob (at, op);
2887
3213 if (tmp) 2888 if (tmp)
3214 { 2889 {
3215 remove_ob (tmp); 2890 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2892 }
3219 2893
3220 at = archetype::find ("confusion"); 2894 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2896 if (tmp)
3223 { 2897 {
3224 remove_ob (tmp); 2898 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2900 }
2901
3228 cure_disease (op, 0); /* remove any disease */ 2902 cure_disease (op, 0); /* remove any disease */
3229 2903
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2904 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2905 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2906 if (op->stats.food < 100)
3233 op->stats.food = 900; 2907 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2911
3238 /* 2912 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2913 * 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 2914 * and put them back in the map.
3241 * in the map. 2915 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2916 remove_unpaid_objects (op->inv, op);
3246 2917
3247 /****************************************/ 2918 /****************************************/
3248 /* */ 2919 /* */
3249 /* Move player to his current respawn- */ 2920 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2921 /* position (usually last savebed) */
3251 /* */ 2922 /* */
3252
3253 /****************************************/ 2923 /****************************************/
3254 2924
3255 enter_player_savebed (op); 2925 enter_player_savebed (op);
3256 2926
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2927 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2928
3263 /* it is possible that the player has blown something up 2929 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2930 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2931 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2932 * on the space that might harm the player.
3267 */ 2933 */
3268 will_kill_again = 0; 2934 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2935 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2936 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2937 will_kill_again |= tmp->attacktype;
3273 } 2938
3274 if (will_kill_again) 2939 if (will_kill_again)
3275 { 2940 {
3276 object *force; 2941 object *force;
3277 int at; 2942 int at;
3278 2943
3279 force = get_archetype (FORCE_NAME); 2944 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2945 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2946 force->speed = 0.1;
3282 force->speed_left = -5.0; 2947 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 2948 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2949 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2950 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2951 force->resist[at] = 100;
3288 } 2952
3289 insert_ob_in_ob (force, op); 2953 insert_ob_in_ob (force, op);
3290 fix_player (op); 2954 op->update_stats ();
3291 2955
3292 } 2956 }
3293 2957
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2958 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} 2959}
3363
3364 2960
3365void 2961void
3366loot_object (object *op) 2962loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2963{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2964 object *tmp, *tmp2, *next;
3369 2965
3370 if (op->container) 2966 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2967
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2968 for (tmp = op->inv; tmp; tmp = next)
3376 { 2969 {
3377 next = tmp->below; 2970 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2971
2972 if (tmp->invisible)
3379 continue; 2973 continue;
3380 remove_ob (tmp); 2974
2975 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2977
3382 if (tmp->type == CONTAINER) 2978 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2979 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2980
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2982 {
3388 if (tmp->nrof > 1) 2983 if (tmp->nrof > 1)
3389 { 2984 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2986 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2987 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2988 }
3394 else 2989 else
3395 free_object (tmp); 2990 tmp->destroy ();
3396 } 2991 }
3397 else 2992 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2993 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2994 }
3400} 2995}
3402/* 2997/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2998 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2999 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 3000 * was changed.
3406 */ 3001 */
3407
3408void 3002void
3409fix_weight (void) 3003fix_weight (void)
3410{ 3004{
3411 player *pl; 3005 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3006 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3007 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3008
3417 if (old == sum) 3009 if (old == sum)
3418 continue; 3010 continue;
3419 fix_player (pl->ob); 3011 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3012 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3013 }
3422} 3014}
3423 3015
3424void 3016void
3425fix_luck (void) 3017fix_luck (void)
3426{ 3018{
3427 player *pl; 3019 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3020 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3021 pl->ob->change_luck (0);
3432} 3022}
3433
3434 3023
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3024/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3025 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3026 * just treat this as any other spell casting object.
3438 */ 3027 */
3439
3440void 3028void
3441cast_dust (object *op, object *throw_ob, int dir) 3029cast_dust (object *op, object *throw_ob, int dir)
3442{ 3030{
3443 object *skop, *spob; 3031 object *skop, *spob;
3444 3032
3465 if (op->type == PLAYER) 3053 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3054 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3055
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3056 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3057
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3058 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3059}
3474 3060
3475void 3061void
3476make_visible (object *op) 3062make_visible (object *op)
3477{ 3063{
3480 if (op->type == PLAYER) 3066 if (op->type == PLAYER)
3481 { 3067 {
3482 op->contr->tmp_invis = 0; 3068 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3069 op->contr->invis_race = 0;
3484 } 3070 }
3071
3485 update_object (op, UP_OBJ_FACE); 3072 update_object (op, UP_OBJ_CHANGE);
3486} 3073}
3487 3074
3488int 3075int
3489is_true_undead (object *op) 3076is_true_undead (object *op)
3490{ 3077{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3079 return 1;
3495 3080
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; 3081 return 0;
3502} 3082}
3503 3083
3504/* look at the surrounding terrain to determine 3084/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3085 * the hideability of this object. Positive levels
3561 3141
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3142 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3143
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3144 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3145 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3146 if (!skop || num >= skop->level)
3568 { 3147 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3148 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3149 make_visible (op);
3571 return; 3150 return;
3572 } 3151 }
3573 else 3152 else
3574 num += 20; 3153 num += 20;
3575 } 3154
3576 num += op->map->difficulty; 3155 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3156 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3157 num -= hide;
3158
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3159 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3160 {
3581 make_visible (op); 3161 make_visible (op);
3582 if (op->type == PLAYER) 3162 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3164 }
3585 else if (op->type == PLAYER && skop) 3165 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3166 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3167}
3590 3168
3591/* determine if who is standing near a hostile creature. */ 3169/* determine if who is standing near a hostile creature. */
3592 3170
3593int 3171int
3620 if (mflags & P_OUT_OF_MAP) 3198 if (mflags & P_OUT_OF_MAP)
3621 continue; 3199 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3200 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3201 continue;
3624 3202
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3203 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3204 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3205 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3206 return 1;
3629 else if (tmp->type == PLAYER) 3207 else if (tmp->type == PLAYER)
3630 { 3208 {
3660 if (pl->type != PLAYER) 3238 if (pl->type != PLAYER)
3661 { 3239 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3240 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3241 return -1;
3664 } 3242 }
3243
3665 if (!pl || !op) 3244 if (!pl || !op)
3666 return 0; 3245 return 0;
3667 3246
3668 if (op->head)
3669 {
3670 op = op->head; 3247 op = op->head_ ();
3671 } 3248
3672 get_rangevector (pl, op, &rv, 0x1); 3249 get_rangevector (pl, op, &rv, 0x1);
3673 3250
3674 /* starting with the 'head' part, lets loop 3251 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3252 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3253 * part that is in the los array but isnt on
3684 3261
3685 /* only the viewable area the player sees is updated by LOS 3262 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3263 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3264 * for any meaningful values.
3688 */ 3265 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3266 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3267 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3268 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3269 return 1;
3693 op = op->more; 3270 op = op->more;
3694 } 3271 }
3695 return 0; 3272 return 0;
3696} 3273}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3370 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3371 int i = 0, j = 0;
3795 3372
3796 /* get the appropriate treasurelist */ 3373 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3374 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3375 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3376 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3377 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3378 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3379 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3380 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3381 trlist = treasurelist::find ("dragon_ability_poison");
3805 3382
3806 if (trlist == NULL || who->type != PLAYER) 3383 if (trlist == NULL || who->type != PLAYER)
3807 return; 3384 return;
3808 3385
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3387
3811 if (tr == NULL || tr->item == NULL) 3388 if (!tr || !tr->item)
3812 { 3389 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3390 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3391 return;
3815 } 3392 }
3816 3393
3882 { 3459 {
3883 /* forces in the treasurelist can alter the player's stats */ 3460 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3461 object *skin;
3885 3462
3886 /* first get the dragon skin force */ 3463 /* first get the dragon skin force */
3464 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); 3465 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3466 ;
3467
3888 if (skin == NULL) 3468 if (!skin)
3889 return; 3469 return;
3890 3470
3891 /* adding new spellpath attunements */ 3471 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3472 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3473 {
3938 * not readied. 3518 * not readied.
3939 */ 3519 */
3940void 3520void
3941player_unready_range_ob (player *pl, object *ob) 3521player_unready_range_ob (player *pl, object *ob)
3942{ 3522{
3943 rangetype i; 3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3944 3525
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3526 if (pl->combat_ob == ob)
3946 { 3527 pl->combat_ob = 0;
3528
3947 if (pl->ranges[i] == ob) 3529 if (pl->ranged_ob == ob)
3948 { 3530 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3531}
3532
3533sint8
3534player::visibility_at (maptile *map, int x, int y) const
3535{
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550}

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