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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.129 by root, Sat May 12 18:51:20 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{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
840 int sum = 0; 793 int sum = 0;
841 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
843 796
844 do 797 if (sum >= 82 && sum <= 116)
798 break;
845 { 799 }
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 }
855 while (sum < 82 || sum > 116);
856 800
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 + NUM_STATS, 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? */ 804 for (int i = 0; i < NUM_STATS; ++i)
867 do 805 stats.stat (i) = statsort [i];
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);
882 806
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
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; 807 stats.exp = 0;
902 op->stats.ac = 0; 808 stats.ac = 0;
903 809
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; 810 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
912 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
913} 822}
914 823
915void 824void
916Roll_Again (object *op) 825object::swap_stats (int a, int b)
917{ 826{
918 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 828
923void 829 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
925{ 856{
926 signed char tmp;
927 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
928 858
929 if (op->contr->Swap_First == -1) 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
1044 864
1045/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1049 * not the class. 869 * not the class.
1050 */ 870 */
1051 871void
1052int 872player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 873{
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 */ 874 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1071 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1073 883
1074 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1075 885
1076 if (op->msg) 886 if (ob->msg)
1077 op->msg = NULL; 887 ob->msg = 0;
1078 888
1079 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1080 * to save here. 890 * to save here.
1081 */ 891 */
892 {
893 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1084 897
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 898 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 901 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1093 fix_player (op); 903 ob->update_stats ();
1094 904
1095 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1096 * is one for this race 906 * is one for this race
1097 */ 907 */
1098 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1099 { 909 {
1100 object *tmp; 910 object *tmp;
1101 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1102 912
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 914 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1110 * default initial map */ 920 * default initial map */
1111 free_object (tmp); 921 tmp->destroy ();
1112 } 922 }
1113 else 923 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 925}
1117 return 0;
1118 }
1119 926
927void
928player::chargen_race_next ()
929{
1120 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1122 */ 932 */
1123 933
1124 tmp_loop = 0; 934 do
1125 while (!tmp_loop)
1126 { 935 {
1127 shstr name = op->name; 936 shstr name = ob->name;
1128 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1129 938
1130 remove_statbonus (op); 939 ob->remove_statbonus ();
1131 remove_ob (op); 940 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 942 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 943 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1137 op->x = x; 946 ob->x = x;
1138 op->y = y; 947 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 951 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 952 }
953 while (!allowed_class (ob));
1145 954
1146 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 957 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 960 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} 961}
1208 962
1209void 963void
1210flee_player (object *op) 964flee_player (object *op)
1211{ 965{
1241 { 995 {
1242 op->enemy = NULL; 996 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 998 return;
1245 } 999 }
1000
1246 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1247 1002
1248 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1250 { 1005 {
1251 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1252 1007
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1009 return;
1256 }
1257 } 1010 }
1011
1258 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1014 op->enemy = NULL;
1261} 1015}
1262 1016
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* 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 1018 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1019 * stop.
1267 */ 1020 */
1268int 1021int
1269check_pick (object *op) 1022check_pick (object *op)
1270{ 1023{
1271 object *tmp, *next; 1024 object *tmp, *next;
1272 int stop = 0; 1025 int stop = 0;
1273 int j, k, wvratio; 1026 int wvratio;
1274 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1275 1028
1276 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1278 return 1; 1031 return 1;
1279 1032
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 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)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1103 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 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 } 1108 }
1109
1384 /* philosophy: 1110 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1111 * 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 1112 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1115 * example.
1390 * The drawback: right now it has no frontend, so you need to 1116 * 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 1117 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1152 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1153 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1154 if (tmp->type == FOOD)
1429 { 1155 {
1430 pick_up (op, tmp); 1156 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1157 continue;
1434 } 1158 }
1159
1435 if (op->contr->mode & PU_DRINK) 1160 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1162 {
1438 pick_up (op, tmp); 1163 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1164 continue;
1442 } 1165 }
1443 1166
1444 if (op->contr->mode & PU_POTION) 1167 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1168 if (tmp->type == POTION)
1446 { 1169 {
1447 pick_up (op, tmp); 1170 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1171 continue;
1451 } 1172 }
1452 1173
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1174 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1175 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1176 if (tmp->type == SPELLBOOK)
1456 { 1177 {
1457 pick_up (op, tmp); 1178 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1179 continue;
1461 } 1180 }
1181
1462 if (op->contr->mode & PU_SKILLSCROLL) 1182 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1183 if (tmp->type == SKILLSCROLL)
1464 { 1184 {
1465 pick_up (op, tmp); 1185 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1186 continue;
1469 } 1187 }
1188
1470 if (op->contr->mode & PU_READABLES) 1189 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1191 {
1473 pick_up (op, tmp); 1192 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1193 continue;
1477 } 1194 }
1478 1195
1479 /* wands/staves/rods/horns */ 1196 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1199 {
1483 pick_up (op, tmp); 1200 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1201 continue;
1487 } 1202 }
1488 1203
1489 /* pick up all magical items */ 1204 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1205 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1207 {
1493 pick_up (op, tmp); 1208 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1209 continue;
1497 } 1210 }
1498 1211
1499 if (op->contr->mode & PU_VALUABLES) 1212 if (op->contr->mode & PU_VALUABLES)
1500 { 1213 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1215 {
1503 pick_up (op, tmp); 1216 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1217 continue;
1507 } 1218 }
1508 } 1219 }
1509 1220
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1221 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1222 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1223 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1224 {
1514 pick_up (op, tmp); 1225 pick_up (op, tmp);
1226 continue;
1515 if (0) 1227 }
1516 fprintf (stderr, "JEWELS\n"); 1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1517 continue; 1234 continue;
1518 } 1235 }
1519 1236
1520 /* bows and arrows. Bows are good for selling! */ 1237 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1238 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1239 if (tmp->type == BOW)
1523 { 1240 {
1524 pick_up (op, tmp); 1241 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1242 continue;
1528 } 1243 }
1244
1529 if (op->contr->mode & PU_ARROW) 1245 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1246 if (tmp->type == ARROW)
1531 { 1247 {
1532 pick_up (op, tmp); 1248 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1249 continue;
1536 } 1250 }
1537 1251
1538 /* all kinds of armor etc. */ 1252 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1253 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1254 if (tmp->type == ARMOUR)
1541 { 1255 {
1542 pick_up (op, tmp); 1256 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1257 continue;
1546 } 1258 }
1259
1547 if (op->contr->mode & PU_HELMET) 1260 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1261 if (tmp->type == HELMET)
1549 { 1262 {
1550 pick_up (op, tmp); 1263 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1264 continue;
1554 } 1265 }
1266
1555 if (op->contr->mode & PU_SHIELD) 1267 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1268 if (tmp->type == SHIELD)
1557 { 1269 {
1558 pick_up (op, tmp); 1270 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1271 continue;
1562 } 1272 }
1273
1563 if (op->contr->mode & PU_BOOTS) 1274 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1275 if (tmp->type == BOOTS)
1565 { 1276 {
1566 pick_up (op, tmp); 1277 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1278 continue;
1570 } 1279 }
1280
1571 if (op->contr->mode & PU_GLOVES) 1281 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1282 if (tmp->type == GLOVES)
1573 { 1283 {
1574 pick_up (op, tmp); 1284 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1285 continue;
1578 } 1286 }
1287
1579 if (op->contr->mode & PU_CLOAK) 1288 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1289 if (tmp->type == CLOAK)
1581 { 1290 {
1582 pick_up (op, tmp); 1291 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1292 continue;
1586 } 1293 }
1587 1294
1588 /* hoping to catch throwing daggers here */ 1295 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1296 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1298 {
1592 pick_up (op, tmp); 1299 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1300 continue;
1596 } 1301 }
1597 1302
1598 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1307 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1310 {
1606 pick_up (op, tmp); 1311 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1312 continue;
1610 } 1313 }
1611 } 1314 }
1315
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1317 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1319 {
1616 pick_up (op, tmp); 1320 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1321 continue;
1620 } 1322 }
1621 } 1323 }
1622 } 1324 }
1623 1325
1624 /* misc stuff that's useful */ 1326 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1327 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1329 {
1628 pick_up (op, tmp); 1330 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1331 continue;
1632 } 1332 }
1633 1333
1634 /* any of the last 4 bits set means we use the ratio for value 1334 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1335 * pickups */
1657 continue; 1357 continue;
1658 } 1358 }
1659 } 1359 }
1660 } /* the new pickup model */ 1360 } /* the new pickup model */
1661 } 1361 }
1362
1662 return !stop; 1363 return !stop;
1663} 1364}
1664 1365
1665/* 1366/*
1666 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1668 * found object is returned. 1369 * found object is returned.
1669 */ 1370 */
1670object * 1371object *
1671find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1672{ 1373{
1673 object *tmp = NULL; 1374 object *tmp = 0;
1674 1375
1675 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1679 return op; 1380 return op;
1381
1680 return tmp; 1382 return tmp;
1681} 1383}
1682 1384
1683/* 1385/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1390 */
1689
1690object * 1391object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1393{
1693 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1462 * op = the shooter
1762 * type = bow->race 1463 * type = bow->race
1763 * dir = fire direction 1464 * dir = fire direction
1764 */ 1465 */
1765
1766object * 1466object *
1767pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1768{ 1468{
1769 object *tmp = NULL; 1469 object *tmp = NULL;
1770 maptile *m; 1470 maptile *m;
1843 if (!dir) 1543 if (!dir)
1844 { 1544 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1546 return 0;
1847 } 1547 }
1848 if (op->type == PLAYER) 1548
1849 bow = op->contr->ranges[range_bow]; 1549 if (player *pl = op->contr)
1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1850 else 1555 else
1851 { 1556 {
1852 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1564 if (!bow)
1860 { 1565 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1567 return 0;
1863 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1864 } 1577 }
1578
1865 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1866 { 1580 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1582 return 0;
1869 } 1583 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1586
1873 /* penalize ROF for bestarrow */ 1587 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1876 if (bowspeed < 1) 1591 if (bowspeed < 1)
1877 bowspeed = 1; 1592 bowspeed = 1;
1878 1593
1879 if (arrow == NULL) 1594 if (arrow == NULL)
1880 { 1595 {
1883 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 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 */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1601 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1888 return 0; 1604 return 0;
1889 } 1605 }
1890 } 1606 }
1607
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1610 return 0;
1895 } 1611
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1613 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1615 return 0;
1900 } 1616 }
1901 1617
1902 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1619 if (arrow->nrof == 0)
1904 { 1620 {
1905 remove_ob (arrow); 1621 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1622 return 0;
1908 } 1623 }
1909 1624
1910 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1627 if (!arrow)
1913 { 1628 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1630 return 0;
1916 } 1631 }
1917 set_owner (arrow, op); 1632
1633 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1635 arrow->direction = dir;
1921 arrow->x = sx; 1636
1922 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1923 1643
1924 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1925 { 1645 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1647 op->update_stats ();
1928 } 1648 }
1929 1649
1930 SET_ANIMATION (arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
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 1651
1943 /* update the speed */ 1652 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1654 + bow->stats.dam / 7.0;
1946 1655
1947 if (arrow->speed < 1.0) 1656 arrow->set_speed (max (arrow->speed, 2.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1657 arrow->speed_left = 0;
1951 1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660
1952 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1953 { 1662 {
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; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1959 } 1670 }
1960 else 1671 else
1961 { 1672 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1673 arrow->level = op->level;
1964 } 1674 arrow->stats.wc -= bow->magic;
1965 1675
1966 if (arrow->attacktype == AT_PHYSICAL) 1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1967 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1968 1681
1969 if (bow->slaying != NULL) 1682 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1684
1972 arrow->map = m; 1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1688
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1978 1691
1979 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1693 move_arrow (arrow);
1981 1694
1982 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
2002{ 1715{
2003 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
2004 1717
2005 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
2006 { 1719 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1721 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1723 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1725 wcmod = -1;
1726
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1728 }
2015 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
2016 { 1730 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1736 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 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); 1738 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); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1740 }
2028 else 1741 else
2029 { 1742 {
2030 /* Simple case */ 1743 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1745 }
1746
2033 return ret; 1747 return ret;
2034} 1748}
2035 1749
2036 1750
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
2039 */ 1753 */
2040void 1754void
2041fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
2042{ 1756{
2043 object *item; 1757 object *item = op->contr->ranged_ob;
2044 1758
2045 if (!op->contr->ranges[range_misc]) 1759 if (!item)
2046 { 1760 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1762 return;
2049 } 1763 }
2050 1764
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1765 if (!item->inv)
2053 { 1766 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1768 return;
2056 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
2057 if (item->type == WAND) 1774 if (item->type == WAND)
2058 { 1775 {
2059 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
2060 { 1777 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
2063 return; 1781 return;
2064 } 1782 }
2065 } 1783 }
2066 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2067 { 1785 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1787 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
2071 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1792 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
2075 return; 1795 return;
2076 } 1796 }
2077 } 1797 }
2078 1798
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
2087 1807
2088 if (item->arch) 1808 if (item->arch)
2089 { 1809 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
2092 item->speed = 0; 1812 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1813 }
1814
2095 if ((tmp = is_player_inv (item))) 1815 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1817 }
2098 } 1818 }
2099 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1820 drain_rod_charge (item);
2102 }
2103 } 1821 }
2104} 1822}
2105 1823
2106/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
2107 */ 1825 */
2112 1830
2113 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2115 make_visible (op); 1833 make_visible (op);
2116 1834
2117 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
2118 { 1838 {
2119 case range_none: 1839 control_golem (op->contr->golem, dir);
2120 return; 1840 return;
1841 }
2121 1842
2122 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type)
1849 {
1850 case BOW:
2123 player_fire_bow (op, dir); 1851 player_fire_bow (op, dir);
2124 return; 1852 break;
2125 1853
2126 case range_magic: /* Casting spells */ 1854 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1856 break;
2129 1857
2130 case range_misc: 1858 case BUILDER:
1859 apply_map_builder (op, dir);
1860 break;
1861
1862 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0);
1865 break;
1866
1867 default:
2131 fire_misc_object (op, dir); 1868 fire_misc_object (op, dir);
2132 return; 1869 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 } 1870 }
2161} 1871}
2162
2163
2164 1872
2165/* find_key 1873/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1874 * 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 1875 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1876 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1878 * pl is the player,
2171 * inv is the objects inventory to searched 1879 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1880 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1881 * This function can be called recursively to search containers.
2174 */ 1882 */
2175
2176object * 1883object *
2177find_key (object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
2178{ 1885{
2179 object *tmp, *key; 1886 object *tmp, *key;
2180 1887
2181 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1889 if (!container->inv)
2183 return NULL; 1890 return 0;
2184 1891
2185 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1894 {
2188 if (door->type == DOOR && tmp->type == KEY) 1895 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1896 break;
2190 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
2192 */ 1899 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1901 break;
2195 } 1902 }
1903
2196 /* No key found - lets search inventories now */ 1904 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1905 /* 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 1906 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1907 * a key, return
2200 */ 1908 */
2201 if (!tmp) 1909 if (!tmp)
2202 { 1910 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1911 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1912 {
2205 /* No reason to search empty containers */ 1913 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1914 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1915 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1916 if ((key = find_key (pl, tmp, door)))
2209 return key; 1917 return key;
2210 } 1918 }
2211 } 1919 }
1920
2212 if (!tmp) 1921 if (!tmp)
2213 return NULL; 1922 return NULL;
2214 } 1923 }
1924
2215 /* We get down here if we have found a key. Now if its in a container, 1925 /* 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 1926 * see if we actually want to use it
2217 */ 1927 */
2218 if (pl != container) 1928 if (pl != container)
2219 { 1929 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1950 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)); 1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1952 return NULL;
2243 } 1953 }
2244 } 1954 }
1955
2245 return tmp; 1956 return tmp;
2246} 1957}
2247 1958
2248/* moved door processing out of move_player_attack. 1959/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1960 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1962 * 0 otherwise
2252 */ 1963 */
2253static int 1964static int
2254player_attack_door (object *op, object *door) 1965player_attack_door (object *op, object *door)
2255{ 1966{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1967 /* 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 - 1968 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1969 * otherwise, we fall through to the rest of the code.
2260 */ 1970 */
2261 object *key = find_key (op, op, door); 1971 object *key = find_key (op, op, door);
2264 if (key) 1974 if (key)
2265 { 1975 {
2266 object *container = key->env; 1976 object *container = key->env;
2267 1977
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979
2269 if (action_makes_visible (op)) 1980 if (action_makes_visible (op))
2270 make_visible (op); 1981 make_visible (op);
1982
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
2273 if (door->type == DOOR) 1986 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2278 { 1989 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 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 ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1992 }
1993
2282 /* Do this after we print the message */ 1994 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
2285 if (container != op) 1997 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2287 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2288 } 2001 }
2289 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2290 { 2003 {
2291 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2006 return 1;
2294 } 2007 }
2008
2295 return 0; 2009 return 0;
2296} 2010}
2297 2011
2298/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2303 */ 2017 */
2304
2305void 2018void
2306move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2307{ 2020{
2308 object *tmp, *mon; 2021 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2022 int on_battleground;
2311 maptile *m; 2023 maptile *m;
2312 2024
2313 nx = freearr_x[dir] + op->x; 2025 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2026 sint16 ny = freearr_y[dir] + op->y;
2315 2027
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2028 on_battleground = op_on_battleground (op, 0, 0);
2317 2029
2318 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * 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 2032 * 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 2033 * player. This is a pretty nasty hack, because if we could
2326 */ 2038 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2040 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2042 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2043 m = op->map->xy_find (nx, ny);
2332 if (!m) 2044 if (!m)
2333 return; /* Don't think this should happen */ 2045 return; /* Don't think this should happen */
2334 } 2046 }
2335 else 2047 else
2336 m = op->map; 2048 m = op->map;
2337 2049
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2050 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; 2051 return;
2342 }
2343 2052
2344 mon = NULL; 2053 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2057 * on the space
2349 */ 2058 */
2350 while (tmp != NULL) 2059 while (tmp)
2351 { 2060 {
2352 if (tmp == op) 2061 if (tmp == op)
2353 { 2062 {
2354 tmp = tmp->above; 2063 tmp = tmp->above;
2355 continue; 2064 continue;
2365 mon = tmp; 2074 mon = tmp;
2366 2075
2367 tmp = tmp->above; 2076 tmp = tmp->above;
2368 } 2077 }
2369 2078
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2079 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2080 return; /* into a wall */
2372 2081
2373 if (mon->head != NULL) 2082 if (mon->head)
2374 mon = mon->head; 2083 mon = mon->head;
2375 2084
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2086 if (player_attack_door (op, mon))
2378 return; 2087 return;
2390 * player owns it and it is either friendly or unagressive. 2099 * player owns it and it is either friendly or unagressive.
2391 */ 2100 */
2392 if ((op->type == PLAYER) 2101 if ((op->type == PLAYER)
2393#if COZY_SERVER 2102#if COZY_SERVER
2394 && 2103 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2104 ((mon->owner && mon->owner->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2397#else 2106#else
2398 && get_owner (mon) == op 2107 && mon->owner == op
2399#endif 2108#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2110 {
2402 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2112 if (op->contr->braced)
2404 return; 2113 return;
2114
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2118 make_visible (op);
2119
2409 return; 2120 return;
2410 } 2121 }
2411 2122
2412 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2126 * attack them either.
2416 */ 2127 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2130#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2131 (op->contr->peaceful
2421 || (mon->type == PLAYER 2132 || (mon->type == PLAYER
2422 && mon->contr-> 2133 && mon->contr->
2423 peaceful)) && 2134 peaceful)) &&
2424#else 2135#else
2425 op->contr->peaceful && 2136 op->contr->peaceful &&
2426#endif 2137#endif
2427 !on_battleground)) 2138 !on_battleground))
2428 { 2139 {
2429 if (!op->contr->braced) 2140 if (!op->contr->braced)
2430 { 2141 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2143 push_ob (mon, dir, op);
2433 } 2144 }
2434 else 2145 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2147
2438 if (op->contr->tmp_invis || op->hide) 2148 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2149 make_visible (op);
2440 } 2150 }
2441 2151
2442 /* If the object is a boulder or other rollable object, then 2152 /* 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 2163 * 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: 2164 * 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 2165 * 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. 2166 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2167 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 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))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2170 {
2462 2171
2463 /* If the player hasn't hit something this tick, and does 2172 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2179 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2180
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2182 }
2474 2183
2475 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2476 2185
2477 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2189 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2192 {
2484 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2485 2194
2486 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2489 } 2198 }
2199
2490 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2491 make_visible (op); 2201 make_visible (op);
2492 } 2202 }
2493 } /* if player should attack something */ 2203 } /* if player should attack something */
2494} 2204}
2496int 2206int
2497move_player (object *op, int dir) 2207move_player (object *op, int dir)
2498{ 2208{
2499 int pick; 2209 int pick;
2500 2210
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2212 return 0;
2503 2213
2504 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2506 { 2216 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2218 return 0;
2509 } 2219 }
2510 2220
2511 /* peterm: added following line */ 2221 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2224
2515 op->facing = dir; 2225 op->facing = dir;
2516 2226
2517 if (op->hide) 2227 if (op->hide)
2518 do_hidden_move (op); 2228 do_hidden_move (op);
2529 2239
2530 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2241 * server can handle repeat firing.
2532 */ 2242 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2244 op->direction = dir;
2536 }
2537 else 2245 else
2538 {
2539 op->direction = 0; 2246 op->direction = 0;
2540 } 2247
2541 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2250 * for players.
2544 */ 2251 */
2545 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2554 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2555 */ 2262 */
2556int 2263int
2557handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2558{ 2265{
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)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2267 {
2581 flee_player (op); 2268 flee_player (op);
2582 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2271 {
2585 op->speed_left--; 2272 op->speed_left--;
2586 return 0; 2273 return 0;
2587 } 2274 }
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 } 2275 }
2601 2276
2602 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2279 * called, so we recheck it here.
2605 */ 2280 */
2606 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2282 return 1;
2283
2607 if (op->speed_left < 0) 2284 if (op->speed_left > 0)
2608 return 0; 2285 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2287 {
2612 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2289 op->speed_left--;
2614 2290
2615 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2618 */ 2294 */
2619 move_player (op, op->direction); 2295 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2296
2621 return 1; 2297 return op->speed_left > 0;
2622 else 2298 }
2623 return 0;
2624 } 2299 }
2300
2625 return 0; 2301 return 0;
2626} 2302}
2627 2303
2628int 2304int
2629save_life (object *op) 2305save_life (object *op)
2630{ 2306{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2308 return 0;
2635 2309
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2312 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 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)); 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2641 if (op->contr) 2316 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2318
2644 free_object (tmp); 2319 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2646 if (op->stats.hp < 0) 2322 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2648 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2649 op->stats.food = 999; 2326 op->stats.food = 999;
2650 fix_player (op); 2327
2328 op->update_stats ();
2651 return 1; 2329 return 1;
2652 } 2330 }
2331
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2335 return 0;
2657} 2336}
2662 * from. 2341 * from.
2663 */ 2342 */
2664void 2343void
2665remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2666{ 2345{
2667 object *next;
2668
2669 while (op) 2346 while (op)
2670 { 2347 {
2671 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2349
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2351 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2682 } 2356 }
2683 else if (op->inv) 2357 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2685 op = next; 2360 op = next;
2686 } 2361 }
2687} 2362}
2688
2689 2363
2690/* 2364/*
2691 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2381 else
2708 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2385 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2388 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2392 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2718 { 2394 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2397 strcat (buf2, buf);
2722 } 2398 }
2399
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2726 return buf2; 2404 return buf2;
2727} 2405}
2728
2729
2730 2406
2731void 2407void
2732do_some_living (object *op) 2408do_some_living (object *op)
2733{ 2409{
2734 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2416 int rate_grace = 2000;
2741 const int max_hp = 1; 2417 const int max_hp = 1;
2742 const int max_sp = 1; 2418 const int max_sp = 1;
2743 const int max_grace = 1; 2419 const int max_grace = 1;
2744 2420
2745 if (op->contr->outputs_sync) 2421 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 } 2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2751 2439
2752 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2753 { 2441 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2446 else
2760 { 2447 {
2761 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2450 }
2451
2764 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2454 else
2767 { 2455 {
2768 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2458 }
2459
2771 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2462 else
2774 { 2463 {
2775 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2466 }
2778 2467
2779 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2470 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 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) 2472 if (op->stats.sp < op->stats.maxsp)
2784 { 2473 {
2785 op->stats.sp++; 2474 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2482 op->stats.food = last_food;
2794 } 2483 }
2795 } 2484 }
2485
2796 if (max_sp > 1) 2486 if (max_sp > 1)
2797 { 2487 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2489 if (over_sp > 0)
2800 { 2490 {
2801 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2802 { 2492 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2496 op->stats.sp--;
2497
2806 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2808 } 2500 }
2809 op->last_sp = 0; 2501 op->last_sp = 0;
2810 } 2502 }
2811 else 2503 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2505 }
2816 else 2506 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2508 }
2821 2509
2822 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2825 { 2513 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2828 if (max_grace > 1) 2517 if (max_grace > 1)
2829 { 2518 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2520 if (over_grace > 0)
2832 { 2521 {
2860 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2551 op->stats.food = last_food;
2863 } 2552 }
2864 } 2553 }
2554
2865 if (max_hp > 1) 2555 if (max_hp > 1)
2866 { 2556 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2558 if (over_hp > 0)
2869 { 2559 {
2893 2583
2894 if (op->contr->gen_hp > 0) 2584 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2585 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2586 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2587 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2588
2898 /* dms do not consume food */ 2589 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2590 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2591 op->stats.food--;
2901 } 2592 }
2902 }
2903 2593
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2594 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2595 {
2906 object *tmp, *flesh = NULL; 2596 object *tmp, *flesh = 0;
2907 2597
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2598 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2599 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2600 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2601 {
2602 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2604 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2605 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2606 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2607 break;
2918 } 2608 }
2919 else if (tmp->type == FLESH) 2609 else if (tmp->type == FLESH)
2920 flesh = tmp; 2610 flesh = tmp;
2921 } /* End if paid for object */ 2611 } /* End if paid for object */
2922 } /* end of for loop */ 2612 } /* end of for loop */
2613
2923 /* If player is still starving, it means they don't have any food, so 2614 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2615 * eat flesh instead.
2925 */ 2616 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2617 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2618 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2619 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2620 manual_apply (op, flesh, 0);
2930 } 2621 }
2931 } /* end if player is starving */ 2622 }
2932 2623
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2624 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2625 op->stats.food++, op->stats.hp--;
2935 2626
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2627 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2628 kill_player (op);
2629 }
2938} 2630}
2939
2940
2941 2631
2942/* If the player should die (lack of hp, food, etc), we call this. 2632/* 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 2633 * 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 2634 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2635 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2665 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..."); 2666 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2667
2978 /* restore player */ 2668 /* restore player */
2979 at = archetype::find ("poisoning"); 2669 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2670 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2671 {
2983 remove_ob (tmp); 2672 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2673 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2674 }
2987 2675
2988 at = archetype::find ("confusion"); 2676 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2678 {
2992 remove_ob (tmp); 2679 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2680 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2681 }
2996 2682
2997 cure_disease (op, 0); /* remove any disease */ 2683 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2684 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2685 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2686 op->stats.food = 999;
3001 2687
3002 /* create a bodypart-trophy to make the winner happy */ 2688 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2689 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2690 {
3006 sprintf (buf, "%s's finger", &op->name); 2691 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2692 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2693 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2694 " 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); 2695 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2696 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2697 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2698 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2699 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2700 }
3017 2701
3018 /* teleport defeated player to new destination */ 2702 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2703 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2704 op->contr->braced = 0;
3025 2709
3026 command_kill_pets (op, 0); 2710 command_kill_pets (op, 0);
3027 2711
3028 if (op->stats.food < 0) 2712 if (op->stats.food < 0)
3029 { 2713 {
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); 2714 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2715 strcpy (op->contr->killer, "starvation");
3039 } 2716 }
3040 else 2717 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); 2718 sprintf (buf, "%s died.", &op->name);
3050 } 2719
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2720 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2721
3053 /* save the map location for corpse, gravestone */ 2722 /* save the map location for corpse, gravestone */
3054 x = op->x; 2723 x = op->x;
3055 y = op->y; 2724 y = op->y;
3056 map = op->map; 2725 map = op->map;
3057 2726
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2727 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2728 * 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. 2729 * See the config.h file for a little more in depth detail about this.
3064 */ 2730 */
3065 2731
3066 /* Basically two ways to go - remove a stat permanently, or just 2732 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2733 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2734 * of death.
3069 */ 2735 */
3070#ifndef COZY_SERVER 2736#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2737 if (settings.balanced_stat_loss)
3072 { 2738 {
3073 /* If stat loss is permanent, lose one stat only. */ 2739 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2740 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2741 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2742 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2743 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2744 little bit harder. */
3079 /* GD */ 2745 /* GD */
3080 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2747 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2748 else
3086 { 2749 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2750 }
2751 else
3087 num_stats_lose = 1; 2752 num_stats_lose = 1;
3088 } 2753
3089 lost_a_stat = 0; 2754 lost_a_stat = 0;
3090 2755
3091 for (z = 0; z < num_stats_lose; z++) 2756 for (z = 0; z < num_stats_lose; z++)
3092 { 2757 {
3093 i = RANDOM () % NUM_STATS; 2758 i = RANDOM () % NUM_STATS;
3094 2759
3095 if (settings.stat_loss_on_death) 2760 if (settings.stat_loss_on_death)
3096 { 2761 {
3097 /* Pick a random stat and take a point off it. Tell the player 2762 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2763 * what he lost.
3099 */ 2764 */
3100 change_attr_value (&(op->stats), i, -1); 2765 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2766 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2767 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2768 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2769 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2770 lost_a_stat = 1;
2771 }
2772 else
2773 {
2774 /* deplete a stat */
2775 archetype *deparch = archetype::find ("depletion");
2776 object *dep;
2777
2778 dep = present_arch_in_ob (deparch, op);
2779 if (!dep)
2780 {
2781 dep = arch_to_object (deparch);
2782 insert_ob_in_ob (dep, op);
3106 } 2783 }
3107 else 2784 lose_this_stat = 1;
2785 if (settings.balanced_stat_loss)
3108 { 2786 {
3109 /* deplete a stat */ 2787 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2788 /* Get the stat that we're about to deplete. */
3111 object *dep; 2789 this_stat = get_attr_value (&(dep->stats), i);
3112 2790 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2791 {
3116 dep = arch_to_object (deparch); 2792 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2793 int keep_chance = this_stat * this_stat;
3118 } 2794
3119 lose_this_stat = 1; 2795 /* 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) 2796 if (keep_chance < 1)
2797 keep_chance = 1;
2798
2799 /* There is a maximum depletion total per level. */
2800 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2801 {
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; 2802 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2803 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2804 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 } 2805 }
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 */ 2806 else
3161 if (this_stat >= -50)
3162 { 2807 {
3163 change_attr_value (&(dep->stats), i, -1); 2808 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; 2809 lose_this_stat = 0;
2810 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2811 this_stat, keep_chance, loss_chance,
2812 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2813 }
3169 } 2814 }
3170 } 2815 }
2816
2817 if (lose_this_stat)
2818 {
2819 this_stat = get_attr_value (&(dep->stats), i);
2820 /* We could try to do something clever like find another
2821 * stat to reduce if this fails. But chances are, if
2822 * stats have been depleted to -50, all are pretty low
2823 * and should be roughly the same, so it shouldn't make a
2824 * difference.
2825 */
2826 if (this_stat >= -50)
2827 {
2828 change_attr_value (&(dep->stats), i, -1);
2829 SET_FLAG (dep, FLAG_APPLIED);
2830 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2831 op->update_stats ();
2832 lost_a_stat = 1;
2833 }
3171 } 2834 }
2835 }
2836 }
3172 /* If no stat lost, tell the player. */ 2837 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2838 if (!lost_a_stat)
3174 { 2839 {
3175 /* determine_god() seems to not work sometimes... why is this? 2840 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2841 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2842 const char *god = determine_god (op);
3178 2843
3179 if (god && (strcmp (god, "none"))) 2844 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); 2845 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2846 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2847 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2848 }
2849#else
2850 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2851#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 2852
3187 /* Put a gravestone up where the character 'almost' died. List the 2853 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2854 * exp loss on the stone.
3189 */ 2855 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2856 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2857 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2858 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2859 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2860 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); 2861 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; 2862 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2863 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2864 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2865
3200 /**************************************/ 2866 /**************************************/
3201 /* */ 2867 /* */
3202 /* Subtract the experience points, */ 2868 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2869 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2870 /* food, and reset HP's... */
3205 /* */ 2871 /* */
3206
3207 /**************************************/ 2872 /**************************************/
3208 2873
3209 /* remove any poisoning and confusion the character may be suffering. */ 2874 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2875 /* restore player */
3211 at = archetype::find ("poisoning"); 2876 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
2878
3213 if (tmp) 2879 if (tmp)
3214 { 2880 {
3215 remove_ob (tmp); 2881 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2882 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2883 }
3219 2884
3220 at = archetype::find ("confusion"); 2885 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2886 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2887 if (tmp)
3223 { 2888 {
3224 remove_ob (tmp); 2889 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2890 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2891 }
2892
3228 cure_disease (op, 0); /* remove any disease */ 2893 cure_disease (op, 0); /* remove any disease */
3229 2894
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2895 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2896 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2897 if (op->stats.food < 100)
3233 op->stats.food = 900; 2898 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2899 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2900 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2901 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2902
3238 /* 2903 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2904 * 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 2905 * and put them back in the map.
3241 * in the map. 2906 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2907 remove_unpaid_objects (op->inv, op);
3246 2908
3247 /****************************************/ 2909 /****************************************/
3248 /* */ 2910 /* */
3249 /* Move player to his current respawn- */ 2911 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2912 /* position (usually last savebed) */
3251 /* */ 2913 /* */
3252
3253 /****************************************/ 2914 /****************************************/
3254 2915
3255 enter_player_savebed (op); 2916 enter_player_savebed (op);
3256 2917
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2918 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2919
3263 /* it is possible that the player has blown something up 2920 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2921 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2922 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2923 * on the space that might harm the player.
3267 */ 2924 */
3268 will_kill_again = 0; 2925 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2926 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2927 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2928 will_kill_again |= tmp->attacktype;
3273 } 2929
3274 if (will_kill_again) 2930 if (will_kill_again)
3275 { 2931 {
3276 object *force; 2932 object *force;
3277 int at; 2933 int at;
3278 2934
3279 force = get_archetype (FORCE_NAME); 2935 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2936 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2937 force->speed = 0.1;
3282 force->speed_left = -5.0; 2938 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 2939 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2940 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2941 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2942 force->resist[at] = 100;
3288 } 2943
3289 insert_ob_in_ob (force, op); 2944 insert_ob_in_ob (force, op);
3290 fix_player (op); 2945 op->update_stats ();
3291 2946
3292 } 2947 }
3293 2948
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2949 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} 2950}
3363
3364 2951
3365void 2952void
3366loot_object (object *op) 2953loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2954{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2955 object *tmp, *tmp2, *next;
3369 2956
3370 if (op->container) 2957 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2958
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2959 for (tmp = op->inv; tmp; tmp = next)
3376 { 2960 {
3377 next = tmp->below; 2961 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2962
2963 if (tmp->invisible)
3379 continue; 2964 continue;
3380 remove_ob (tmp); 2965
2966 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2967 tmp->x = op->x, tmp->y = op->y;
2968
3382 if (tmp->type == CONTAINER) 2969 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2970 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2971
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2972 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2973 {
3388 if (tmp->nrof > 1) 2974 if (tmp->nrof > 1)
3389 { 2975 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2976 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2977 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2978 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2979 }
3394 else 2980 else
3395 free_object (tmp); 2981 tmp->destroy ();
3396 } 2982 }
3397 else 2983 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2984 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2985 }
3400} 2986}
3402/* 2988/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2989 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2990 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2991 * was changed.
3406 */ 2992 */
3407
3408void 2993void
3409fix_weight (void) 2994fix_weight (void)
3410{ 2995{
3411 player *pl; 2996 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2997 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2998 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2999
3417 if (old == sum) 3000 if (old == sum)
3418 continue; 3001 continue;
3419 fix_player (pl->ob); 3002 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3003 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3004 }
3422} 3005}
3423 3006
3424void 3007void
3425fix_luck (void) 3008fix_luck (void)
3426{ 3009{
3427 player *pl; 3010 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3011 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3012 pl->ob->change_luck (0);
3432} 3013}
3433
3434 3014
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3015/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3016 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3017 * just treat this as any other spell casting object.
3438 */ 3018 */
3439
3440void 3019void
3441cast_dust (object *op, object *throw_ob, int dir) 3020cast_dust (object *op, object *throw_ob, int dir)
3442{ 3021{
3443 object *skop, *spob; 3022 object *skop, *spob;
3444 3023
3465 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3045 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3046
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3047 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3048
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3049 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3050}
3474 3051
3475void 3052void
3476make_visible (object *op) 3053make_visible (object *op)
3477{ 3054{
3480 if (op->type == PLAYER) 3057 if (op->type == PLAYER)
3481 { 3058 {
3482 op->contr->tmp_invis = 0; 3059 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3060 op->contr->invis_race = 0;
3484 } 3061 }
3062
3485 update_object (op, UP_OBJ_FACE); 3063 update_object (op, UP_OBJ_CHANGE);
3486} 3064}
3487 3065
3488int 3066int
3489is_true_undead (object *op) 3067is_true_undead (object *op)
3490{ 3068{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3069 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3070 return 1;
3495 3071
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; 3072 return 0;
3502} 3073}
3503 3074
3504/* look at the surrounding terrain to determine 3075/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3076 * the hideability of this object. Positive levels
3561 3132
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3133 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3134
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3135 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3136 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3137 if (!skop || num >= skop->level)
3568 { 3138 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3139 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3140 make_visible (op);
3571 return; 3141 return;
3572 } 3142 }
3573 else 3143 else
3574 num += 20; 3144 num += 20;
3575 } 3145
3576 num += op->map->difficulty; 3146 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3147 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3148 num -= hide;
3149
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3150 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3151 {
3581 make_visible (op); 3152 make_visible (op);
3582 if (op->type == PLAYER) 3153 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3154 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3155 }
3585 else if (op->type == PLAYER && skop) 3156 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3157 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3158}
3590 3159
3591/* determine if who is standing near a hostile creature. */ 3160/* determine if who is standing near a hostile creature. */
3592 3161
3593int 3162int
3620 if (mflags & P_OUT_OF_MAP) 3189 if (mflags & P_OUT_OF_MAP)
3621 continue; 3190 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3191 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3192 continue;
3624 3193
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3194 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3195 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3196 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3197 return 1;
3629 else if (tmp->type == PLAYER) 3198 else if (tmp->type == PLAYER)
3630 { 3199 {
3660 if (pl->type != PLAYER) 3229 if (pl->type != PLAYER)
3661 { 3230 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3231 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3232 return -1;
3664 } 3233 }
3234
3665 if (!pl || !op) 3235 if (!pl || !op)
3666 return 0; 3236 return 0;
3667 3237
3668 if (op->head)
3669 {
3670 op = op->head; 3238 op = op->head_ ();
3671 } 3239
3672 get_rangevector (pl, op, &rv, 0x1); 3240 get_rangevector (pl, op, &rv, 0x1);
3673 3241
3674 /* starting with the 'head' part, lets loop 3242 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3243 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3244 * part that is in the los array but isnt on
3684 3252
3685 /* only the viewable area the player sees is updated by LOS 3253 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3254 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3255 * for any meaningful values.
3688 */ 3256 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3257 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3258 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3259 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3260 return 1;
3693 op = op->more; 3261 op = op->more;
3694 } 3262 }
3695 return 0; 3263 return 0;
3696} 3264}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3361 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3362 int i = 0, j = 0;
3795 3363
3796 /* get the appropriate treasurelist */ 3364 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3365 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3366 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3367 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3368 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3369 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3370 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3371 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3372 trlist = treasurelist::find ("dragon_ability_poison");
3805 3373
3806 if (trlist == NULL || who->type != PLAYER) 3374 if (trlist == NULL || who->type != PLAYER)
3807 return; 3375 return;
3808 3376
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3377 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3378
3811 if (tr == NULL || tr->item == NULL) 3379 if (!tr || !tr->item)
3812 { 3380 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3381 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3382 return;
3815 } 3383 }
3816 3384
3882 { 3450 {
3883 /* forces in the treasurelist can alter the player's stats */ 3451 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3452 object *skin;
3885 3453
3886 /* first get the dragon skin force */ 3454 /* first get the dragon skin force */
3455 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); 3456 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3457 ;
3458
3888 if (skin == NULL) 3459 if (!skin)
3889 return; 3460 return;
3890 3461
3891 /* adding new spellpath attunements */ 3462 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3463 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3464 {
3938 * not readied. 3509 * not readied.
3939 */ 3510 */
3940void 3511void
3941player_unready_range_ob (player *pl, object *ob) 3512player_unready_range_ob (player *pl, object *ob)
3942{ 3513{
3943 rangetype i; 3514 if (pl->ob->current_weapon == ob)
3515 pl->ob->current_weapon = 0;
3944 3516
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3517 if (pl->combat_ob == ob)
3946 { 3518 pl->combat_ob = 0;
3519
3947 if (pl->ranges[i] == ob) 3520 if (pl->ranged_ob == ob)
3948 { 3521 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3522}
3523
3524sint8
3525player::visibility_at (maptile *map, int x, int y) const
3526{
3527 if (!ns)
3528 return 0;
3529
3530 int dx, dy;
3531 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3532 return 0;
3533
3534 x += dx - ns->current_x + ns->mapx / 2;
3535 y += dy - ns->current_y + ns->mapy / 2;
3536
3537 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3538 return 0;
3539
3540 return 100 - blocked_los [x][y];
3541}

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