ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.123 by root, Fri May 11 21:07:14 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 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
321/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
323 * mode. 371 * mode.
324 */ 372 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
330 377
331 p = get_player (NULL); 378 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));
334 379
335 if (p->socket.faces_sent == NULL) 380 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
337 383
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); 384 set_first_map (pl->ob);
345 385
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; 386 return pl;
354} 387}
355 388
356/* 389/*
357 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
367 { 400 {
368 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
369 at = first_archetype; 402 at = first_archetype;
370 else 403 else
371 at = at->next; 404 at = at->next;
405
372 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
373 return at; 407 return at;
408
374 if (at == start) 409 if (at == start)
375 { 410 {
376 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 412 exit (-1);
378 } 413 }
379 } 414 }
380} 415}
381 416
382
383object * 417object *
384get_nearest_player (object *mon) 418get_nearest_player (object *mon)
385{ 419{
386 object *op = NULL; 420 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 421 objectlink *ol;
389 unsigned lastdist; 422 unsigned lastdist;
390 rv_vector rv; 423 rv_vector rv;
391 424
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 426 {
394 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 434 object *tmp = ol->ob;
402 435
403 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 437 * itself will have been cleared.
405 */ 438 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
407 ol = ol->next; 441 ol = ol->next;
408 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
409 if (!ol) 443 if (!ol)
410 return op; 444 return op;
411 } 445 }
424 { 458 {
425 op = ol->ob; 459 op = ol->ob;
426 lastdist = rv.distance; 460 lastdist = rv.distance;
427 } 461 }
428 } 462 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 463
430 { 464 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
435 { 467 {
436 op = pl->ob; 468 op = pl->ob;
437 lastdist = rv.distance; 469 lastdist = rv.distance;
438 } 470 }
439 } 471
440 }
441#if 0 472#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 474#endif
444 return op; 475 return op;
445} 476}
463 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 496 * is probably not a good thing.
466 */ 497 */
467#define MAX_SPACES 50 498#define MAX_SPACES 50
468
469 499
470/* 500/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 534 x = mon->x;
505 y = mon->y; 535 y = mon->y;
506 m = mon->map; 536 m = mon->map;
507 dir = rv.direction; 537 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
510 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 542 if (diff > max)
512 return 0; 543 return 0;
544
513 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
514 { 546 {
515 lastx = x; 547 lastx = x;
516 lasty = y; 548 lasty = y;
517 lastmap = m; 549 lastmap = m;
599 max--; 631 max--;
600 lastdir = dir; 632 lastdir = dir;
601 if (!firstdir) 633 if (!firstdir)
602 firstdir = dir; 634 firstdir = dir;
603 } 635 }
636
604 if (diff <= 1) 637 if (diff <= 1)
605 { 638 {
606 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 640 * headed toward player for entire distance.
608 */ 641 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 644 }
645
612 if (diff > max) 646 if (diff > max)
613 return 0; 647 return 0;
614 } 648 }
649
615 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
616 if (!max) 651 if (!max)
617 return 0; 652 return 0;
618 653
619 return firstdir; 654 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 685 {
651 remove_ob (op); 686 op->destroy ();
652 free_object (op);
653 continue; 687 continue;
654 } 688 }
655 } 689 }
656 690
657 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
669 break; 703 break;
670 704
671 if (tmp) 705 if (tmp)
672 { 706 {
673 remove_ob (op); 707 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 709 continue;
677 } 710 }
711
678 if (op->nrof > 1) 712 if (op->nrof > 1)
679 op->nrof = 1; 713 op->nrof = 1;
680 } 714 }
681 715
682 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 730 }
697 if (op->type == SPELL) 731 if (op->type == SPELL)
698 { 732 {
699 remove_ob (op); 733 op->destroy ();
700 free_object (op);
701 continue; 734 continue;
702 } 735 }
703 else if (op->type == SKILL) 736 else if (op->type == SKILL)
704 { 737 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
715 link_player_skills (pl); 748 link_player_skills (pl);
716} 749}
717 750
718void 751void
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) 752get_party_password (object *op, partylist *party)
803{ 753{
804 if (party == NULL) 754 if (party == NULL)
805 { 755 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 757 return;
808 } 758 }
759
809 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 764}
814
815 765
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 767static int
818roll_stat (void) 768roll_stat (void)
819{ 769{
820 int a[4], i, j, k; 770 int a[4], i, j, k;
821 771
822 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
824 774
825 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 776 if (a[i] < k)
827 k = a[i], j = i; 777 k = a[i], j = i;
828 778
829 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 780 if (i != j)
832 k += a[i]; 781 k += a[i];
833 } 782
834 return k; 783 return k;
835} 784}
836 785
837void 786void
838roll_stats (object *op) 787object::roll_stats ()
839{ 788{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 789 int statsort [7];
843 790
844 do 791 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 } 792 {
855 while (sum < 82 || sum > 116); 793 int sum = 0;
794 for (int i = 7; i--; )
795 sum += statsort [i] = roll_stat ();
856 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
857 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 802 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;
865 803
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]; 804 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
890 811
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; 812 stats.exp = 0;
902 op->stats.ac = 0; 813 stats.ac = 0;
903 814
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; 815 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
912 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
913} 827}
914 828
915void 829void
916Roll_Again (object *op) 830object::swap_stats (int a, int b)
917{ 831{
918 esrv_new_player (op->contr, 0); 832 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 833 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)? "); 834 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 835
923void 836 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843
844 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats
846 stats.ac = 0;
847
848 level = 1;
849 stats.exp = 0;
850 stats.ac = 0;
851
852 stats.hp = stats.maxhp;
853 stats.sp = stats.maxsp;
854 stats.grace = stats.maxgrace;
855
856 if (contr)
857 {
858 contr->levhp[1] = 9;
859 contr->levsp[1] = 6;
860 contr->levgrace[1] = 3;
861
862 contr->orig_stats = stats;
863 }
864}
865
866static void
867start_info (object *op)
925{ 868{
926 signed char tmp;
927 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
928 870
929 if (op->contr->Swap_First == -1) 871 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); 872 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 873 //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); 874 //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} 875}
1044 876
1045/* This function takes the key that is passed, and does the 877/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 878 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 879 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 880 * separate race and class; this actually changes the RACE,
1049 * not the class. 881 * not the class.
1050 */ 882 */
1051 883void
1052int 884player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 885{
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 */ 886 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 887 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 888
889 treasurelist *tl = treasurelist::find ("starting_wealth");
890 if (tl)
891 create_treasure (tl, ob, 0, 0, 0);
892
1071 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, ob->contr);
1073 895
1074 op->contr->state = ST_PLAYING; 896 ob->contr->ns->state = ST_PLAYING;
1075 897
1076 if (op->msg) 898 if (ob->msg)
1077 op->msg = NULL; 899 ob->msg = 0;
1078 900
1079 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
1080 * to save here. 902 * to save here.
1081 */ 903 */
904 {
905 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 907 make_path_to_file (buf);
908 }
1084 909
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 910 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 912 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 913 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 914 esrv_send_inventory (ob, ob);
1093 fix_player (op); 915 ob->update_stats ();
1094 916
1095 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1096 * is one for this race 918 * is one for this race
1097 */ 919 */
1098 if (*first_map_ext_path) 920 if (*first_map_ext_path)
1099 { 921 {
1100 object *tmp; 922 object *tmp;
1101 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1102 924
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 926 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1110 * default initial map */ 932 * default initial map */
1111 free_object (tmp); 933 tmp->destroy ();
1112 } 934 }
1113 else 935 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 937}
1117 return 0;
1118 }
1119 938
939void
940player::chargen_race_next ()
941{
1120 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
1122 */ 944 */
1123 945
1124 tmp_loop = 0; 946 do
1125 while (!tmp_loop)
1126 { 947 {
1127 shstr name = op->name; 948 shstr name = ob->name;
1128 int x = op->x, y = op->y; 949 int x = ob->x, y = ob->y;
1129 950
1130 remove_statbonus (op); 951 ob->remove_statbonus ();
1131 remove_ob (op); 952 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 953 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 954 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 955 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 956 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 957 ob->name = ob->name_pl = name;
1137 op->x = x; 958 ob->x = x;
1138 op->y = y; 959 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 962 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 963 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 964 }
965 while (!allowed_class (ob));
1145 966
1146 update_object (op, UP_OBJ_FACE); 967 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 969 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 970 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 971 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 972 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} 973}
1208 974
1209void 975void
1210flee_player (object *op) 976flee_player (object *op)
1211{ 977{
1241 { 1007 {
1242 op->enemy = NULL; 1008 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1009 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1010 return;
1245 } 1011 }
1012
1246 get_rangevector (op, op->enemy, &rv, 0); 1013 get_rangevector (op, op->enemy, &rv, 0);
1247 1014
1248 dir = absdir (4 + rv.direction); 1015 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1016 for (diff = 0; diff < 3; diff++)
1250 { 1017 {
1251 int m = 1 - (RANDOM () & 2); 1018 int m = 1 - (RANDOM () & 2);
1252 1019
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1020 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1021 return;
1256 }
1257 } 1022 }
1023
1258 /* Cornered, get rid of scared */ 1024 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1026 op->enemy = NULL;
1261} 1027}
1262 1028
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* 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 1030 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1031 * stop.
1267 */ 1032 */
1268int 1033int
1269check_pick (object *op) 1034check_pick (object *op)
1270{ 1035{
1271 object *tmp, *next; 1036 object *tmp, *next;
1272 int stop = 0; 1037 int stop = 0;
1273 int j, k, wvratio; 1038 int wvratio;
1274 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1275 1040
1276 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1278 return 1; 1043 return 1;
1279 1044
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1115 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 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 } 1120 }
1121
1384 /* philosophy: 1122 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1123 * 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 1124 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1126 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1127 * example.
1390 * The drawback: right now it has no frontend, so you need to 1128 * 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 1129 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1164 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1165 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1166 if (tmp->type == FOOD)
1429 { 1167 {
1430 pick_up (op, tmp); 1168 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1169 continue;
1434 } 1170 }
1171
1435 if (op->contr->mode & PU_DRINK) 1172 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1174 {
1438 pick_up (op, tmp); 1175 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1176 continue;
1442 } 1177 }
1443 1178
1444 if (op->contr->mode & PU_POTION) 1179 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1180 if (tmp->type == POTION)
1446 { 1181 {
1447 pick_up (op, tmp); 1182 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1183 continue;
1451 } 1184 }
1452 1185
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1186 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1187 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1188 if (tmp->type == SPELLBOOK)
1456 { 1189 {
1457 pick_up (op, tmp); 1190 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1191 continue;
1461 } 1192 }
1193
1462 if (op->contr->mode & PU_SKILLSCROLL) 1194 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1195 if (tmp->type == SKILLSCROLL)
1464 { 1196 {
1465 pick_up (op, tmp); 1197 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1198 continue;
1469 } 1199 }
1200
1470 if (op->contr->mode & PU_READABLES) 1201 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1203 {
1473 pick_up (op, tmp); 1204 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1205 continue;
1477 } 1206 }
1478 1207
1479 /* wands/staves/rods/horns */ 1208 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1211 {
1483 pick_up (op, tmp); 1212 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1213 continue;
1487 } 1214 }
1488 1215
1489 /* pick up all magical items */ 1216 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1217 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1219 {
1493 pick_up (op, tmp); 1220 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1221 continue;
1497 } 1222 }
1498 1223
1499 if (op->contr->mode & PU_VALUABLES) 1224 if (op->contr->mode & PU_VALUABLES)
1500 { 1225 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1226 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1227 {
1503 pick_up (op, tmp); 1228 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1229 continue;
1507 } 1230 }
1508 } 1231 }
1509 1232
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1233 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1234 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1235 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1236 {
1514 pick_up (op, tmp); 1237 pick_up (op, tmp);
1238 continue;
1515 if (0) 1239 }
1516 fprintf (stderr, "JEWELS\n"); 1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1517 continue; 1246 continue;
1518 } 1247 }
1519 1248
1520 /* bows and arrows. Bows are good for selling! */ 1249 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1250 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1251 if (tmp->type == BOW)
1523 { 1252 {
1524 pick_up (op, tmp); 1253 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1254 continue;
1528 } 1255 }
1256
1529 if (op->contr->mode & PU_ARROW) 1257 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1258 if (tmp->type == ARROW)
1531 { 1259 {
1532 pick_up (op, tmp); 1260 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1261 continue;
1536 } 1262 }
1537 1263
1538 /* all kinds of armor etc. */ 1264 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1265 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1266 if (tmp->type == ARMOUR)
1541 { 1267 {
1542 pick_up (op, tmp); 1268 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1269 continue;
1546 } 1270 }
1271
1547 if (op->contr->mode & PU_HELMET) 1272 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1273 if (tmp->type == HELMET)
1549 { 1274 {
1550 pick_up (op, tmp); 1275 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1276 continue;
1554 } 1277 }
1278
1555 if (op->contr->mode & PU_SHIELD) 1279 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1280 if (tmp->type == SHIELD)
1557 { 1281 {
1558 pick_up (op, tmp); 1282 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1283 continue;
1562 } 1284 }
1285
1563 if (op->contr->mode & PU_BOOTS) 1286 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1287 if (tmp->type == BOOTS)
1565 { 1288 {
1566 pick_up (op, tmp); 1289 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1290 continue;
1570 } 1291 }
1292
1571 if (op->contr->mode & PU_GLOVES) 1293 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1294 if (tmp->type == GLOVES)
1573 { 1295 {
1574 pick_up (op, tmp); 1296 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1297 continue;
1578 } 1298 }
1299
1579 if (op->contr->mode & PU_CLOAK) 1300 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1301 if (tmp->type == CLOAK)
1581 { 1302 {
1582 pick_up (op, tmp); 1303 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1304 continue;
1586 } 1305 }
1587 1306
1588 /* hoping to catch throwing daggers here */ 1307 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1308 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1310 {
1592 pick_up (op, tmp); 1311 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1312 continue;
1596 } 1313 }
1597 1314
1598 /* careful: chairs and tables are weapons! */ 1315 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1316 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1319 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1322 {
1606 pick_up (op, tmp); 1323 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1324 continue;
1610 } 1325 }
1611 } 1326 }
1327
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1328 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1329 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1331 {
1616 pick_up (op, tmp); 1332 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1333 continue;
1620 } 1334 }
1621 } 1335 }
1622 } 1336 }
1623 1337
1624 /* misc stuff that's useful */ 1338 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1339 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1341 {
1628 pick_up (op, tmp); 1342 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1343 continue;
1632 } 1344 }
1633 1345
1634 /* any of the last 4 bits set means we use the ratio for value 1346 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1347 * pickups */
1657 continue; 1369 continue;
1658 } 1370 }
1659 } 1371 }
1660 } /* the new pickup model */ 1372 } /* the new pickup model */
1661 } 1373 }
1374
1662 return !stop; 1375 return !stop;
1663} 1376}
1664 1377
1665/* 1378/*
1666 * Find an arrow in the inventory and after that 1379 * Find an arrow in the inventory and after that
1668 * found object is returned. 1381 * found object is returned.
1669 */ 1382 */
1670object * 1383object *
1671find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1672{ 1385{
1673 object *tmp = NULL; 1386 object *tmp = 0;
1674 1387
1675 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1679 return op; 1392 return op;
1393
1680 return tmp; 1394 return tmp;
1681} 1395}
1682 1396
1683/* 1397/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * 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 1399 * 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 1400 * 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. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1402 */
1689
1690object * 1403object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1405{
1693 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1474 * op = the shooter
1762 * type = bow->race 1475 * type = bow->race
1763 * dir = fire direction 1476 * dir = fire direction
1764 */ 1477 */
1765
1766object * 1478object *
1767pick_arrow_target (object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1768{ 1480{
1769 object *tmp = NULL; 1481 object *tmp = NULL;
1770 maptile *m; 1482 maptile *m;
1843 if (!dir) 1555 if (!dir)
1844 { 1556 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1558 return 0;
1847 } 1559 }
1848 if (op->type == PLAYER) 1560
1849 bow = op->contr->ranges[range_bow]; 1561 if (player *pl = op->contr)
1562 {
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1850 else 1566 else
1851 { 1567 {
1852 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* 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. 1570 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1575 if (!bow)
1860 { 1576 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1578 return 0;
1863 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1864 } 1588 }
1589
1865 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1866 { 1591 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1593 return 0;
1869 } 1594 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1597
1873 /* penalize ROF for bestarrow */ 1598 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1876 if (bowspeed < 1) 1602 if (bowspeed < 1)
1877 bowspeed = 1; 1603 bowspeed = 1;
1878 1604
1879 if (arrow == NULL) 1605 if (arrow == NULL)
1880 { 1606 {
1883 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1610 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 */ 1611 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1612 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1613 CLEAR_FLAG (op, FLAG_READY_BOW);
1614
1888 return 0; 1615 return 0;
1889 } 1616 }
1890 } 1617 }
1618
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1619 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1620 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1621 return 0;
1895 } 1622
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1623 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1624 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1625 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1626 return 0;
1900 } 1627 }
1901 1628
1902 /* this should not happen, but sometimes does */ 1629 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1630 if (arrow->nrof == 0)
1904 { 1631 {
1905 remove_ob (arrow); 1632 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1633 return 0;
1908 } 1634 }
1909 1635
1910 left = arrow; /* these are arrows left to the player */ 1636 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1637 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1638 if (!arrow)
1913 { 1639 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1640 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1641 return 0;
1916 } 1642 }
1917 set_owner (arrow, op); 1643
1644 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1645 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1646 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1647
1924 if (op->type == PLAYER) 1648 if (op->type == PLAYER)
1925 { 1649 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1650 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1651 op->update_stats ();
1928 } 1652 }
1929 1653
1930 SET_ANIMATION (arrow, arrow->direction); 1654 SET_ANIMATION (arrow, arrow->direction);
1655
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1656 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1657 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1658 arrow->stats.grace = arrow->attacktype;
1659
1934 if (arrow->slaying != NULL) 1660 if (arrow->slaying)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1661 arrow->spellarg = strdup (arrow->slaying);
1936 1662
1937 /* Note that this was different for monsters - they got their level 1663 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 1664
1943 /* update the speed */ 1665 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1666 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; 1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1668
1947 if (arrow->speed < 1.0) 1669 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1670 arrow->speed_left = 0;
1951 1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1952 if (op->type == PLAYER) 1674 if (op->type == PLAYER)
1953 { 1675 {
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; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1678
1679 if (!arrow->slaying)
1680 arrow->slaying = op->slaying;
1959 } 1681 }
1960 else 1682 else
1961 { 1683 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1684 arrow->level = op->level;
1964 } 1685 arrow->stats.wc -= bow->magic;
1965 1686
1966 if (arrow->attacktype == AT_PHYSICAL) 1687 if (!arrow->slaying)
1688 arrow->slaying = bow->slaying;
1689 }
1690
1691 arrow->stats.wc -= arrow->level;
1692
1967 arrow->attacktype |= bow->attacktype; 1693 arrow->attacktype |= bow->attacktype;
1968 1694
1969 if (bow->slaying != NULL)
1970 arrow->slaying = bow->slaying;
1971
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1697
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1699 m->insert (arrow, sx, sy, op);
1978 1700
1979 if (!arrow->destroyed ()) 1701 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1702 move_arrow (arrow);
1981 1703
1982 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
2002{ 1724{
2003 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
2004 1726
2005 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
2006 { 1728 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1730 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1732 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1734 wcmod = -1;
1735
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1737 }
2015 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
2016 { 1739 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1745 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 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); 1747 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); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1749 }
2028 else 1750 else
2029 { 1751 {
2030 /* Simple case */ 1752 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1754 }
1755
2033 return ret; 1756 return ret;
2034} 1757}
2035 1758
2036 1759
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
2039 */ 1762 */
2040void 1763void
2041fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
2042{ 1765{
2043 object *item; 1766 object *item = op->contr->ranged_ob;
2044 1767
2045 if (!op->contr->ranges[range_misc]) 1768 if (!item)
2046 { 1769 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1771 return;
2049 } 1772 }
2050 1773
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1774 if (!item->inv)
2053 { 1775 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1777 return;
2056 } 1778 }
1779
1780 op->set_weapon (item);
1781
2057 if (item->type == WAND) 1782 if (item->type == WAND)
2058 { 1783 {
2059 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2060 { 1785 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 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)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2063 return; 1789 return;
2064 } 1790 }
2065 } 1791 }
2066 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2067 { 1793 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1795 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2071 if (item->type == ROD) 1798 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)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1800 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2075 return; 1803 return;
2076 } 1804 }
2077 } 1805 }
2078 1806
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2087 1815
2088 if (item->arch) 1816 if (item->arch)
2089 { 1817 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2092 item->speed = 0; 1820 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1821 }
1822
2095 if ((tmp = is_player_inv (item))) 1823 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1825 }
2098 } 1826 }
2099 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1828 drain_rod_charge (item);
2102 }
2103 } 1829 }
2104} 1830}
2105 1831
2106/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2107 */ 1833 */
2112 1838
2113 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2115 make_visible (op); 1841 make_visible (op);
2116 1842
2117 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
2118 { 1846 {
2119 case range_none: 1847 control_golem (op->contr->golem, dir);
2120 return; 1848 return;
1849 }
2121 1850
2122 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2123 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2124 return; 1860 break;
2125 1861
2126 case range_magic: /* Casting spells */ 1862 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1864 break;
2129 1865
2130 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 case SKILL_TOOL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2131 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2132 return; 1877 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 } 1878 }
2161} 1879}
2162
2163
2164 1880
2165/* find_key 1881/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1886 * pl is the player,
2171 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2174 */ 1890 */
2175
2176object * 1891object *
2177find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2178{ 1893{
2179 object *tmp, *key; 1894 object *tmp, *key;
2180 1895
2181 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1897 if (!container->inv)
2183 return NULL; 1898 return 0;
2184 1899
2185 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1902 {
2188 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1904 break;
2190 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2192 */ 1907 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1909 break;
2195 } 1910 }
1911
2196 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1915 * a key, return
2200 */ 1916 */
2201 if (!tmp) 1917 if (!tmp)
2202 { 1918 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1920 {
2205 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1923 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2209 return key; 1925 return key;
2210 } 1926 }
2211 } 1927 }
1928
2212 if (!tmp) 1929 if (!tmp)
2213 return NULL; 1930 return NULL;
2214 } 1931 }
1932
2215 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
2217 */ 1935 */
2218 if (pl != container) 1936 if (pl != container)
2219 { 1937 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1960 return NULL;
2243 } 1961 }
2244 } 1962 }
1963
2245 return tmp; 1964 return tmp;
2246} 1965}
2247 1966
2248/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1970 * 0 otherwise
2252 */ 1971 */
2253static int 1972static int
2254player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2255{ 1974{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2260 */ 1978 */
2261 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2264 if (key) 1982 if (key)
2265 { 1983 {
2266 object *container = key->env; 1984 object *container = key->env;
2267 1985
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2269 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2270 make_visible (op); 1989 make_visible (op);
1990
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2273 if (door->type == DOOR) 1994 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2278 { 1997 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2281 } 2000 }
2001
2282 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2285 if (container != op) 2005 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2287 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2288 } 2009 }
2289 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2290 { 2011 {
2291 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2014 return 1;
2294 } 2015 }
2016
2295 return 0; 2017 return 0;
2296} 2018}
2297 2019
2298/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2303 */ 2025 */
2304
2305void 2026void
2306move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2307{ 2028{
2308 object *tmp, *mon; 2029 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2030 int on_battleground;
2311 maptile *m; 2031 maptile *m;
2312 2032
2313 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2315 2035
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2317 2037
2318 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * 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 2040 * 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 2041 * player. This is a pretty nasty hack, because if we could
2326 */ 2046 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2048 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2050 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2332 if (!m) 2052 if (!m)
2333 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2334 } 2054 }
2335 else 2055 else
2336 m = op->map; 2056 m = op->map;
2337 2057
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 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; 2059 return;
2342 }
2343 2060
2344 mon = NULL; 2061 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* 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. 2063 * 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 2064 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2065 * on the space
2349 */ 2066 */
2350 while (tmp != NULL) 2067 while (tmp)
2351 { 2068 {
2352 if (tmp == op) 2069 if (tmp == op)
2353 { 2070 {
2354 tmp = tmp->above; 2071 tmp = tmp->above;
2355 continue; 2072 continue;
2365 mon = tmp; 2082 mon = tmp;
2366 2083
2367 tmp = tmp->above; 2084 tmp = tmp->above;
2368 } 2085 }
2369 2086
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2088 return; /* into a wall */
2372 2089
2373 if (mon->head != NULL) 2090 if (mon->head)
2374 mon = mon->head; 2091 mon = mon->head;
2375 2092
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2378 return; 2095 return;
2390 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2391 */ 2108 */
2392 if ((op->type == PLAYER) 2109 if ((op->type == PLAYER)
2393#if COZY_SERVER 2110#if COZY_SERVER
2394 && 2111 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2112 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2114#else
2398 && get_owner (mon) == op 2115 && mon->owner == op
2399#endif 2116#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2118 {
2402 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2120 if (op->contr->braced)
2404 return; 2121 return;
2122
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2126 make_visible (op);
2127
2409 return; 2128 return;
2410 } 2129 }
2411 2130
2412 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2134 * attack them either.
2416 */ 2135 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2139 (op->contr->peaceful
2421 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2422 && mon->contr-> 2141 && mon->contr->
2423 peaceful)) && 2142 peaceful)) &&
2424#else 2143#else
2425 op->contr->peaceful && 2144 op->contr->peaceful &&
2426#endif 2145#endif
2427 !on_battleground)) 2146 !on_battleground))
2428 { 2147 {
2429 if (!op->contr->braced) 2148 if (!op->contr->braced)
2430 { 2149 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2433 } 2152 }
2434 else 2153 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2155
2438 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2157 make_visible (op);
2440 } 2158 }
2441 2159
2442 /* If the object is a boulder or other rollable object, then 2160 /* 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 2171 * 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: 2172 * 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 2173 * 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. 2174 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2175 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 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))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2178 {
2462 2179
2463 /* If the player hasn't hit something this tick, and does 2180 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2187 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2188
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2189 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2190 }
2474 2191
2475 skill_attack (mon, op, 0, NULL, NULL); 2192 skill_attack (mon, op, 0, 0, 0);
2476 2193
2477 /* If attacking another player, that player gets automatic 2194 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2195 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2196 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2197 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2199 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2200 {
2484 short luck = mon->stats.luck; 2201 short luck = mon->stats.luck;
2485 2202
2486 mon->contr->has_hit = 1; 2203 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2204 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2205 mon->stats.luck = luck;
2489 } 2206 }
2207
2490 if (action_makes_visible (op)) 2208 if (action_makes_visible (op))
2491 make_visible (op); 2209 make_visible (op);
2492 } 2210 }
2493 } /* if player should attack something */ 2211 } /* if player should attack something */
2494} 2212}
2496int 2214int
2497move_player (object *op, int dir) 2215move_player (object *op, int dir)
2498{ 2216{
2499 int pick; 2217 int pick;
2500 2218
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2219 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2220 return 0;
2503 2221
2504 /* Sanity check: make sure dir is valid */ 2222 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2223 if ((dir < 0) || (dir >= 9))
2506 { 2224 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2225 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2226 return 0;
2509 } 2227 }
2510 2228
2511 /* peterm: added following line */ 2229 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2230 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2231 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2232
2515 op->facing = dir; 2233 op->facing = dir;
2516 2234
2517 if (op->hide) 2235 if (op->hide)
2518 do_hidden_move (op); 2236 do_hidden_move (op);
2529 2247
2530 /* Add special check for newcs players and fire on - this way, the 2248 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2249 * server can handle repeat firing.
2532 */ 2250 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2251 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2252 op->direction = dir;
2536 }
2537 else 2253 else
2538 {
2539 op->direction = 0; 2254 op->direction = 0;
2540 } 2255
2541 /* Update how the player looks. Use the facing, so direction may 2256 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2257 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2258 * for players.
2544 */ 2259 */
2545 animate_object (op, op->facing); 2260 animate_object (op, op->facing);
2554 * Returns true if there are more actions we can do. 2269 * Returns true if there are more actions we can do.
2555 */ 2270 */
2556int 2271int
2557handle_newcs_player (object *op) 2272handle_newcs_player (object *op)
2558{ 2273{
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)) 2274 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2275 {
2581 flee_player (op); 2276 flee_player (op);
2582 /* If player is still scared, that is his action for this tick */ 2277 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED)) 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2279 {
2585 op->speed_left--; 2280 op->speed_left--;
2586 return 0; 2281 return 0;
2587 } 2282 }
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 } 2283 }
2601 2284
2602 /* call this here - we also will call this in do_ericserver, but 2285 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2286 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2287 * called, so we recheck it here.
2605 */ 2288 */
2606 HandleClient (&op->contr->socket, op->contr); 2289 if (op->contr->ns->handle_command ())
2290 return 1;
2291
2607 if (op->speed_left < 0) 2292 if (op->speed_left > 0)
2608 return 0; 2293 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2294 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2295 {
2612 /* All move commands take 1 tick, at least for now */ 2296 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2297 op->speed_left--;
2614 2298
2615 /* Instead of all the stuff below, let move_player take care 2299 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2300 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2301 * there, as well as the confusion stuff.
2618 */ 2302 */
2619 move_player (op, op->direction); 2303 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2304
2621 return 1; 2305 return op->speed_left > 0;
2622 else 2306 }
2623 return 0;
2624 } 2307 }
2308
2625 return 0; 2309 return 0;
2626} 2310}
2627 2311
2628int 2312int
2629save_life (object *op) 2313save_life (object *op)
2630{ 2314{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2315 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2316 return 0;
2635 2317
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2318 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2319 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2320 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2321 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)); 2322 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2323
2641 if (op->contr) 2324 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2325 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2326
2644 free_object (tmp); 2327 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2329
2646 if (op->stats.hp < 0) 2330 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2331 op->stats.hp = op->stats.maxhp;
2332
2648 if (op->stats.food < 0) 2333 if (op->stats.food < 0)
2649 op->stats.food = 999; 2334 op->stats.food = 999;
2650 fix_player (op); 2335
2336 op->update_stats ();
2651 return 1; 2337 return 1;
2652 } 2338 }
2339
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2340 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2342 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2343 return 0;
2657} 2344}
2662 * from. 2349 * from.
2663 */ 2350 */
2664void 2351void
2665remove_unpaid_objects (object *op, object *env) 2352remove_unpaid_objects (object *op, object *env)
2666{ 2353{
2667 object *next;
2668
2669 while (op) 2354 while (op)
2670 { 2355 {
2671 next = op->below; /* Make sure we have a good value, in case 2356 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2357
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2358 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2359 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2360 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2361 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2362
2363 op->insert_at (env);
2682 } 2364 }
2683 else if (op->inv) 2365 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2366 remove_unpaid_objects (op->inv, env);
2367
2685 op = next; 2368 op = next;
2686 } 2369 }
2687} 2370}
2688
2689 2371
2690/* 2372/*
2691 * Returns pointer a static string containing gravestone text 2373 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2374 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2375 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2386 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2388 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2389 else
2708 sprintf (buf, "%s\n", &op->name); 2390 sprintf (buf, "%s\n", &op->name);
2391
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2393 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2394 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2395 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2396 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2397 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2398
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2399 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2400 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2718 { 2402 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2403 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2404 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2405 strcat (buf2, buf);
2722 } 2406 }
2407
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2408 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2409 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2410 strcat (buf2, buf);
2411
2726 return buf2; 2412 return buf2;
2727} 2413}
2728
2729
2730 2414
2731void 2415void
2732do_some_living (object *op) 2416do_some_living (object *op)
2733{ 2417{
2734 int last_food = op->stats.food; 2418 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2424 int rate_grace = 2000;
2741 const int max_hp = 1; 2425 const int max_hp = 1;
2742 const int max_sp = 1; 2426 const int max_sp = 1;
2743 const int max_grace = 1; 2427 const int max_grace = 1;
2744 2428
2745 if (op->contr->outputs_sync) 2429 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 } 2430 {
2431 op->invisible = 1000;
2432 /* the socket code flashes the player visible/invisible
2433 * depending on the value of invisible, so we need to
2434 * alternate it here for it to work correctly.
2435 */
2436 if (pticks & 2)
2437 op->invisible--;
2438 }
2439 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2440 {
2441 if (!op->invisible--)
2442 {
2443 make_visible (op);
2444 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2445 }
2446 }
2751 2447
2752 if (op->contr->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2753 { 2449 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2452 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2454 else
2760 { 2455 {
2761 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2458 }
2459
2764 if (op->contr->gen_sp >= 0) 2460 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2462 else
2767 { 2463 {
2768 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2466 }
2467
2771 if (op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2470 else
2774 { 2471 {
2775 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2474 }
2778 2475
2779 /* Regenerate Spell Points */ 2476 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2477 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2478 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2479 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) 2480 if (op->stats.sp < op->stats.maxsp)
2784 { 2481 {
2785 op->stats.sp++; 2482 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2490 op->stats.food = last_food;
2794 } 2491 }
2795 } 2492 }
2493
2796 if (max_sp > 1) 2494 if (max_sp > 1)
2797 { 2495 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2496 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2497 if (over_sp > 0)
2800 { 2498 {
2801 if (op->stats.sp < op->stats.maxsp) 2499 if (op->stats.sp < op->stats.maxsp)
2802 { 2500 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2504 op->stats.sp--;
2505
2806 if (op->stats.sp > op->stats.maxsp) 2506 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2507 op->stats.sp = op->stats.maxsp;
2808 } 2508 }
2809 op->last_sp = 0; 2509 op->last_sp = 0;
2810 } 2510 }
2811 else 2511 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2513 }
2816 else 2514 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2516 }
2821 2517
2822 /* Regenerate Grace */ 2518 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2520 if (--op->last_grace < 0)
2825 { 2521 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2522 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2828 if (max_grace > 1) 2525 if (max_grace > 1)
2829 { 2526 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2528 if (over_grace > 0)
2832 { 2529 {
2860 op->stats.food += op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2559 op->stats.food = last_food;
2863 } 2560 }
2864 } 2561 }
2562
2865 if (max_hp > 1) 2563 if (max_hp > 1)
2866 { 2564 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2566 if (over_hp > 0)
2869 { 2567 {
2893 2591
2894 if (op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2594 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2898 /* dms do not consume food */ 2597 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2599 op->stats.food--;
2901 } 2600 }
2902 }
2903 2601
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2603 {
2906 object *tmp, *flesh = NULL; 2604 object *tmp, *flesh = 0;
2907 2605
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2607 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2609 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2613 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2615 break;
2918 } 2616 }
2919 else if (tmp->type == FLESH) 2617 else if (tmp->type == FLESH)
2920 flesh = tmp; 2618 flesh = tmp;
2921 } /* End if paid for object */ 2619 } /* End if paid for object */
2922 } /* end of for loop */ 2620 } /* end of for loop */
2621
2923 /* If player is still starving, it means they don't have any food, so 2622 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2623 * eat flesh instead.
2925 */ 2624 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2626 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2628 manual_apply (op, flesh, 0);
2930 } 2629 }
2931 } /* end if player is starving */ 2630 }
2932 2631
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2935 2634
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2636 kill_player (op);
2637 }
2938} 2638}
2939
2940
2941 2639
2942/* If the player should die (lack of hp, food, etc), we call this. 2640/* 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 2641 * 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 2642 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2643 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2673 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..."); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2675
2978 /* restore player */ 2676 /* restore player */
2979 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2679 {
2983 remove_ob (tmp); 2680 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2682 }
2987 2683
2988 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2686 {
2992 remove_ob (tmp); 2687 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2689 }
2996 2690
2997 cure_disease (op, 0); /* remove any disease */ 2691 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2694 op->stats.food = 999;
3001 2695
3002 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2698 {
3006 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2700 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " 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); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2704 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2708 }
3017 2709
3018 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2712 op->contr->braced = 0;
3025 2717
3026 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
3027 2719
3028 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
3029 { 2721 {
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); 2722 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
3039 } 2724 }
3040 else 2725 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); 2726 sprintf (buf, "%s died.", &op->name);
3050 } 2727
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2729
3053 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
3054 x = op->x; 2731 x = op->x;
3055 y = op->y; 2732 y = op->y;
3056 map = op->map; 2733 map = op->map;
3057 2734
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2736 * 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. 2737 * See the config.h file for a little more in depth detail about this.
3064 */ 2738 */
3065 2739
3066 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2742 * of death.
3069 */ 2743 */
3070#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2745 if (settings.balanced_stat_loss)
3072 { 2746 {
3073 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2748 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2749 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2752 little bit harder. */
3079 /* GD */ 2753 /* GD */
3080 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2755 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2756 else
3086 { 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
3087 num_stats_lose = 1; 2760 num_stats_lose = 1;
3088 } 2761
3089 lost_a_stat = 0; 2762 lost_a_stat = 0;
3090 2763
3091 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
3092 { 2765 {
3093 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
3094 2767
3095 if (settings.stat_loss_on_death) 2768 if (settings.stat_loss_on_death)
3096 { 2769 {
3097 /* Pick a random stat and take a point off it. Tell the player 2770 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2771 * what he lost.
3099 */ 2772 */
3100 change_attr_value (&(op->stats), i, -1); 2773 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2774 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2778 lost_a_stat = 1;
2779 }
2780 else
2781 {
2782 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion");
2784 object *dep;
2785
2786 dep = present_arch_in_ob (deparch, op);
2787 if (!dep)
2788 {
2789 dep = arch_to_object (deparch);
2790 insert_ob_in_ob (dep, op);
3106 } 2791 }
3107 else 2792 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss)
3108 { 2794 {
3109 /* deplete a stat */ 2795 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2796 /* Get the stat that we're about to deplete. */
3111 object *dep; 2797 this_stat = get_attr_value (&(dep->stats), i);
3112 2798 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2799 {
3116 dep = arch_to_object (deparch); 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2801 int keep_chance = this_stat * this_stat;
3118 } 2802
3119 lose_this_stat = 1; 2803 /* 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) 2804 if (keep_chance < 1)
2805 keep_chance = 1;
2806
2807 /* There is a maximum depletion total per level. */
2808 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2809 {
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; 2810 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2812 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 } 2813 }
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 */ 2814 else
3161 if (this_stat >= -50)
3162 { 2815 {
3163 change_attr_value (&(dep->stats), i, -1); 2816 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; 2817 lose_this_stat = 0;
2818 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819 this_stat, keep_chance, loss_chance,
2820 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2821 }
3169 } 2822 }
3170 } 2823 }
2824
2825 if (lose_this_stat)
2826 {
2827 this_stat = get_attr_value (&(dep->stats), i);
2828 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a
2832 * difference.
2833 */
2834 if (this_stat >= -50)
2835 {
2836 change_attr_value (&(dep->stats), i, -1);
2837 SET_FLAG (dep, FLAG_APPLIED);
2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839 op->update_stats ();
2840 lost_a_stat = 1;
2841 }
3171 } 2842 }
2843 }
2844 }
3172 /* If no stat lost, tell the player. */ 2845 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2846 if (!lost_a_stat)
3174 { 2847 {
3175 /* determine_god() seems to not work sometimes... why is this? 2848 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2849 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2850 const char *god = determine_god (op);
3178 2851
3179 if (god && (strcmp (god, "none"))) 2852 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); 2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2854 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2856 }
2857#else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2859#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 2860
3187 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2862 * exp loss on the stone.
3189 */ 2863 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2866 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2868 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); 2869 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; 2870 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2871 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2873
3200 /**************************************/ 2874 /**************************************/
3201 /* */ 2875 /* */
3202 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
3205 /* */ 2879 /* */
3206
3207 /**************************************/ 2880 /**************************************/
3208 2881
3209 /* remove any poisoning and confusion the character may be suffering. */ 2882 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2883 /* restore player */
3211 at = archetype::find ("poisoning"); 2884 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
2886
3213 if (tmp) 2887 if (tmp)
3214 { 2888 {
3215 remove_ob (tmp); 2889 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2891 }
3219 2892
3220 at = archetype::find ("confusion"); 2893 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2895 if (tmp)
3223 { 2896 {
3224 remove_ob (tmp); 2897 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2899 }
2900
3228 cure_disease (op, 0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
3229 2902
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2904 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2905 if (op->stats.food < 100)
3233 op->stats.food = 900; 2906 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2910
3238 /* 2911 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2912 * 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 2913 * and put them back in the map.
3241 * in the map. 2914 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3246 2916
3247 /****************************************/ 2917 /****************************************/
3248 /* */ 2918 /* */
3249 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3251 /* */ 2921 /* */
3252
3253 /****************************************/ 2922 /****************************************/
3254 2923
3255 enter_player_savebed (op); 2924 enter_player_savebed (op);
3256 2925
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2926 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2927
3263 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2931 * on the space that might harm the player.
3267 */ 2932 */
3268 will_kill_again = 0; 2933 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2934 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
3273 } 2937
3274 if (will_kill_again) 2938 if (will_kill_again)
3275 { 2939 {
3276 object *force; 2940 object *force;
3277 int at; 2941 int at;
3278 2942
3279 force = get_archetype (FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2945 force->speed = 0.1;
3282 force->speed_left = -5.0; 2946 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2948 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2950 force->resist[at] = 100;
3288 } 2951
3289 insert_ob_in_ob (force, op); 2952 insert_ob_in_ob (force, op);
3290 fix_player (op); 2953 op->update_stats ();
3291 2954
3292 } 2955 }
3293 2956
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2957 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} 2958}
3363
3364 2959
3365void 2960void
3366loot_object (object *op) 2961loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3369 2964
3370 if (op->container) 2965 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2966
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3376 { 2968 {
3377 next = tmp->below; 2969 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2970
2971 if (tmp->invisible)
3379 continue; 2972 continue;
3380 remove_ob (tmp); 2973
2974 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3382 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2979
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2981 {
3388 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3389 { 2983 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2985 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2987 }
3394 else 2988 else
3395 free_object (tmp); 2989 tmp->destroy ();
3396 } 2990 }
3397 else 2991 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2993 }
3400} 2994}
3402/* 2996/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2999 * was changed.
3406 */ 3000 */
3407
3408void 3001void
3409fix_weight (void) 3002fix_weight (void)
3410{ 3003{
3411 player *pl; 3004 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3005 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3007
3417 if (old == sum) 3008 if (old == sum)
3418 continue; 3009 continue;
3419 fix_player (pl->ob); 3010 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3012 }
3422} 3013}
3423 3014
3424void 3015void
3425fix_luck (void) 3016fix_luck (void)
3426{ 3017{
3427 player *pl; 3018 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3019 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3020 pl->ob->change_luck (0);
3432} 3021}
3433
3434 3022
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3438 */ 3026 */
3439
3440void 3027void
3441cast_dust (object *op, object *throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3442{ 3029{
3443 object *skop, *spob; 3030 object *skop, *spob;
3444 3031
3465 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3053 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3054
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3055 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3056
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3057 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3058}
3474 3059
3475void 3060void
3476make_visible (object *op) 3061make_visible (object *op)
3477{ 3062{
3480 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3481 { 3066 {
3482 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3484 } 3069 }
3070
3485 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3486} 3072}
3487 3073
3488int 3074int
3489is_true_undead (object *op) 3075is_true_undead (object *op)
3490{ 3076{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3078 return 1;
3495 3079
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; 3080 return 0;
3502} 3081}
3503 3082
3504/* look at the surrounding terrain to determine 3083/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3084 * the hideability of this object. Positive levels
3561 3140
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3142
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3568 { 3146 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3147 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3148 make_visible (op);
3571 return; 3149 return;
3572 } 3150 }
3573 else 3151 else
3574 num += 20; 3152 num += 20;
3575 } 3153
3576 num += op->map->difficulty; 3154 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3156 num -= hide;
3157
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3159 {
3581 make_visible (op); 3160 make_visible (op);
3582 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3163 }
3585 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3166}
3590 3167
3591/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3592 3169
3593int 3170int
3620 if (mflags & P_OUT_OF_MAP) 3197 if (mflags & P_OUT_OF_MAP)
3621 continue; 3198 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3199 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3200 continue;
3624 3201
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3202 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3203 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3204 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3205 return 1;
3629 else if (tmp->type == PLAYER) 3206 else if (tmp->type == PLAYER)
3630 { 3207 {
3660 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3661 { 3238 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3240 return -1;
3664 } 3241 }
3242
3665 if (!pl || !op) 3243 if (!pl || !op)
3666 return 0; 3244 return 0;
3667 3245
3668 if (op->head)
3669 {
3670 op = op->head; 3246 op = op->head_ ();
3671 } 3247
3672 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3673 3249
3674 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3251 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3684 3260
3685 /* only the viewable area the player sees is updated by LOS 3261 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3262 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3263 * for any meaningful values.
3688 */ 3264 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3268 return 1;
3693 op = op->more; 3269 op = op->more;
3694 } 3270 }
3695 return 0; 3271 return 0;
3696} 3272}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3370 int i = 0, j = 0;
3795 3371
3796 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3805 3381
3806 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3807 return; 3383 return;
3808 3384
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3386
3811 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3812 { 3388 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3390 return;
3815 } 3391 }
3816 3392
3882 { 3458 {
3883 /* forces in the treasurelist can alter the player's stats */ 3459 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3460 object *skin;
3885 3461
3886 /* first get the dragon skin force */ 3462 /* first get the dragon skin force */
3463 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); 3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3465 ;
3466
3888 if (skin == NULL) 3467 if (!skin)
3889 return; 3468 return;
3890 3469
3891 /* adding new spellpath attunements */ 3470 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3471 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3472 {
3938 * not readied. 3517 * not readied.
3939 */ 3518 */
3940void 3519void
3941player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3942{ 3521{
3943 rangetype i; 3522 if (pl->ob->current_weapon == ob)
3523 pl->ob->current_weapon = 0;
3944 3524
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3525 if (pl->combat_ob == ob)
3946 { 3526 pl->combat_ob = 0;
3527
3947 if (pl->ranges[i] == ob) 3528 if (pl->ranged_ob == ob)
3948 { 3529 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3530}
3531
3532sint8
3533player::visibility_at (maptile *map, int x, int y) const
3534{
3535 if (!ns)
3536 return 0;
3537
3538 int dx, dy;
3539 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3540 return 0;
3541
3542 x += dx - ns->current_x + ns->mapx / 2;
3543 y += dy - ns->current_y + ns->mapy / 2;
3544
3545 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3546 return 0;
3547
3548 return 100 - blocked_los [x][y];
3549}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines