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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 1.138 by root, Thu May 17 20:27:01 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} 150}
185 151
186int 152float
187playername_ok (const char *cp) 153player::weapon_speed () const
188{ 154{
189 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
310 157
311/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
312static void 159static void
313set_first_map (object *op) 160set_first_map (object *op)
314{ 161{
315 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
316 op->x = -1; 163 op->x = -1;
317 op->y = -1; 164 op->y = -1;
318 enter_exit (op, NULL);
319} 165}
320 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL_TOOL:
278 case WEAPON:
279 op->flag [FLAG_APPLIED] = false;
280 apply_special (ob, op, AP_APPLY);
281 break;
282 }
283
284 ob->update_stats ();
285 ns->floorbox_update ();
286
287 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0);
289
290 activate ();
291
292 send_rules (ob);
293 send_news (ob);
294 display_motd (ob);
295
296 INVOKE_PLAYER (CONNECT, this);
297 INVOKE_PLAYER (LOGIN, this);
298}
299
300void
301player::disconnect ()
302{
303 if (ns)
304 {
305 if (active)
306 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
307
308 INVOKE_PLAYER (DISCONNECT, this);
309
310 ns->reset_stats ();
311 ns->pl = 0;
312 ns = 0;
313 }
314
315 if (ob)
316 ob->close_container (); //TODO: client-specific
317
318 deactivate ();
319}
320
321// the need for this function can be explained
322// by load_object not returning the object
323void
324player::set_object (object *op)
325{
326 ob = op;
327 ob->contr = this; /* this aren't yet in archetype */
328
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f;
331 ob->direction = 5; /* So player faces south */
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352}
353
354void
355player::do_destroy ()
356{
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
321/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
323 * mode. 376 * mode.
324 */ 377 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 378player *
379player::create ()
380{
381 player *pl = new player;
330 382
331 p = get_player (NULL); 383 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));
334 384
335 if (p->socket.faces_sent == NULL) 385 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
337 388
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); 389 set_first_map (pl->ob);
345 390
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; 391 return pl;
354} 392}
355 393
356/* 394/*
357 * get_player_archetype() return next player archetype from archetype 395 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 396 * list. Not very efficient routine, but used only creating new players.
367 { 405 {
368 if (at == NULL || at->next == NULL) 406 if (at == NULL || at->next == NULL)
369 at = first_archetype; 407 at = first_archetype;
370 else 408 else
371 at = at->next; 409 at = at->next;
410
372 if (at->clone.type == PLAYER) 411 if (at->clone.type == PLAYER)
373 return at; 412 return at;
413
374 if (at == start) 414 if (at == start)
375 { 415 {
376 LOG (llevError, "No Player archetypes\n"); 416 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 417 exit (-1);
378 } 418 }
379 } 419 }
380} 420}
381 421
382
383object * 422object *
384get_nearest_player (object *mon) 423get_nearest_player (object *mon)
385{ 424{
386 object *op = NULL; 425 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 426 objectlink *ol;
389 unsigned lastdist; 427 unsigned lastdist;
390 rv_vector rv; 428 rv_vector rv;
391 429
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 431 {
394 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 439 object *tmp = ol->ob;
402 440
403 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 442 * itself will have been cleared.
405 */ 443 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
407 ol = ol->next; 446 ol = ol->next;
408 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
409 if (!ol) 448 if (!ol)
410 return op; 449 return op;
411 } 450 }
424 { 463 {
425 op = ol->ob; 464 op = ol->ob;
426 lastdist = rv.distance; 465 lastdist = rv.distance;
427 } 466 }
428 } 467 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 468
430 { 469 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 470 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 471 if (lastdist > rv.distance)
435 { 472 {
436 op = pl->ob; 473 op = pl->ob;
437 lastdist = rv.distance; 474 lastdist = rv.distance;
438 } 475 }
439 } 476
440 }
441#if 0 477#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 479#endif
444 return op; 480 return op;
445} 481}
463 * circling behaviour. Unfortunately, this function is also used to determined 499 * 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 500 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 501 * is probably not a good thing.
466 */ 502 */
467#define MAX_SPACES 50 503#define MAX_SPACES 50
468
469 504
470/* 505/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 506 * 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 507 * 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 508 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 539 x = mon->x;
505 y = mon->y; 540 y = mon->y;
506 m = mon->map; 541 m = mon->map;
507 dir = rv.direction; 542 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 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); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
510 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 547 if (diff > max)
512 return 0; 548 return 0;
549
513 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
514 { 551 {
515 lastx = x; 552 lastx = x;
516 lasty = y; 553 lasty = y;
517 lastmap = m; 554 lastmap = m;
599 max--; 636 max--;
600 lastdir = dir; 637 lastdir = dir;
601 if (!firstdir) 638 if (!firstdir)
602 firstdir = dir; 639 firstdir = dir;
603 } 640 }
641
604 if (diff <= 1) 642 if (diff <= 1)
605 { 643 {
606 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 645 * headed toward player for entire distance.
608 */ 646 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 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); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 649 }
650
612 if (diff > max) 651 if (diff > max)
613 return 0; 652 return 0;
614 } 653 }
654
615 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
616 if (!max) 656 if (!max)
617 return 0; 657 return 0;
618 658
619 return firstdir; 659 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 686 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 687 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 688 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 690 {
651 remove_ob (op); 691 op->destroy ();
652 free_object (op);
653 continue; 692 continue;
654 } 693 }
655 } 694 }
656 695
657 /* This really needs to be better - we should really give 696 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 707 if (tmp->type == op->type && tmp->name == op->name)
669 break; 708 break;
670 709
671 if (tmp) 710 if (tmp)
672 { 711 {
673 remove_ob (op); 712 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 714 continue;
677 } 715 }
716
678 if (op->nrof > 1) 717 if (op->nrof > 1)
679 op->nrof = 1; 718 op->nrof = 1;
680 } 719 }
681 720
682 if (op->type == SPELLBOOK && op->inv) 721 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 733 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 734 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 735 }
697 if (op->type == SPELL) 736 if (op->type == SPELL)
698 { 737 {
699 remove_ob (op); 738 op->destroy ();
700 free_object (op);
701 continue; 739 continue;
702 } 740 }
703 else if (op->type == SKILL) 741 else if (op->type == SKILL)
704 { 742 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 743 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
715 link_player_skills (pl); 753 link_player_skills (pl);
716} 754}
717 755
718void 756void
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) 757get_party_password (object *op, partylist *party)
803{ 758{
804 if (party == NULL) 759 if (party == NULL)
805 { 760 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 762 return;
808 } 763 }
764
809 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 769}
814
815 770
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 772static int
818roll_stat (void) 773roll_stat (void)
819{ 774{
820 int a[4], i, j, k; 775 int a[4], i, j, k;
821 776
822 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
824 779
825 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 781 if (a[i] < k)
827 k = a[i], j = i; 782 k = a[i], j = i;
828 783
829 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 785 if (i != j)
832 k += a[i]; 786 k += a[i];
833 } 787
834 return k; 788 return k;
835} 789}
836 790
837void 791void
838roll_stats (object *op) 792object::roll_stats ()
839{ 793{
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
840 int sum = 0; 798 int sum = 0;
841 int i = 0, j = 0; 799 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 800 sum += statsort [i] = roll_stat ();
843 801
844 do 802 if (sum >= 82 && sum <= 116)
803 break;
845 { 804 }
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);
856 805
857 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 807 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;
865 808
866 /* a quick and dirty bubblesort? */ 809 for (int i = 0; i < NUM_STATS; ++i)
867 do 810 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);
882 811
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; 812 stats.exp = 0;
902 op->stats.ac = 0; 813 stats.ac = 0;
903 814
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 815 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
912 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
913} 827}
914 828
915void 829void
916Roll_Again (object *op) 830object::swap_stats (int a, int b)
917{ 831{
918 esrv_new_player (op->contr, 0); 832 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}
922 833
923void 834 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
925{ 861{
926 signed char tmp;
927 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
928 863
929 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 868}
1044 869
1045/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1049 * not the class. 874 * not the class.
1050 */ 875 */
1051 876void
1052int 877player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 878{
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 */ 879 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
1071 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1073 888
1074 op->contr->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1075 890
1076 if (op->msg) 891 if (ob->msg)
1077 op->msg = NULL; 892 ob->msg = 0;
1078 893
1079 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1080 * to save here. 895 * to save here.
1081 */ 896 */
897 {
898 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1084 902
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 903 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 906 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1093 fix_player (op); 908 ob->update_stats ();
1094 909
1095 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1096 * is one for this race 911 * is one for this race
1097 */ 912 */
1098 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1099 { 914 {
1100 object *tmp; 915 object *tmp;
1101 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1102 917
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 919 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1110 * default initial map */ 925 * default initial map */
1111 free_object (tmp); 926 tmp->destroy ();
1112 } 927 }
1113 else 928 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 930}
1117 return 0;
1118 }
1119 931
932void
933player::chargen_race_next ()
934{
1120 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1122 */ 937 */
1123 938
1124 tmp_loop = 0; 939 do
1125 while (!tmp_loop)
1126 { 940 {
1127 shstr name = op->name; 941 shstr name = ob->name;
1128 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1129 943
1130 remove_statbonus (op); 944 ob->remove_statbonus ();
1131 remove_ob (op); 945 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 947 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 948 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1137 op->x = x; 951 ob->x = x;
1138 op->y = y; 952 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 956 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 957 }
958 while (!allowed_class (ob));
1145 959
1146 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 962 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 965 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} 966}
1208 967
1209void 968void
1210flee_player (object *op) 969flee_player (object *op)
1211{ 970{
1241 { 1000 {
1242 op->enemy = NULL; 1001 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1003 return;
1245 } 1004 }
1005
1246 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1247 1007
1248 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1250 { 1010 {
1251 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1252 1012
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1014 return;
1256 }
1257 } 1015 }
1016
1258 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1019 op->enemy = NULL;
1261} 1020}
1262 1021
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1024 * stop.
1267 */ 1025 */
1268int 1026int
1269check_pick (object *op) 1027check_pick (object *op)
1270{ 1028{
1271 object *tmp, *next; 1029 object *tmp, *next;
1272 int stop = 0; 1030 int stop = 0;
1273 int j, k, wvratio; 1031 int wvratio;
1274 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1275 1033
1276 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1278 return 1; 1036 return 1;
1279 1037
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1108 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1384 /* philosophy: 1115 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1116 * 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 1117 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1120 * example.
1390 * The drawback: right now it has no frontend, so you need to 1121 * 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 1122 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1157 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1158 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1159 if (tmp->type == FOOD)
1429 { 1160 {
1430 pick_up (op, tmp); 1161 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1162 continue;
1434 } 1163 }
1164
1435 if (op->contr->mode & PU_DRINK) 1165 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1167 {
1438 pick_up (op, tmp); 1168 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1169 continue;
1442 } 1170 }
1443 1171
1444 if (op->contr->mode & PU_POTION) 1172 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1173 if (tmp->type == POTION)
1446 { 1174 {
1447 pick_up (op, tmp); 1175 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1176 continue;
1451 } 1177 }
1452 1178
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1179 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1180 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1181 if (tmp->type == SPELLBOOK)
1456 { 1182 {
1457 pick_up (op, tmp); 1183 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1184 continue;
1461 } 1185 }
1186
1462 if (op->contr->mode & PU_SKILLSCROLL) 1187 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1188 if (tmp->type == SKILLSCROLL)
1464 { 1189 {
1465 pick_up (op, tmp); 1190 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1191 continue;
1469 } 1192 }
1193
1470 if (op->contr->mode & PU_READABLES) 1194 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1196 {
1473 pick_up (op, tmp); 1197 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1198 continue;
1477 } 1199 }
1478 1200
1479 /* wands/staves/rods/horns */ 1201 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1204 {
1483 pick_up (op, tmp); 1205 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1206 continue;
1487 } 1207 }
1488 1208
1489 /* pick up all magical items */ 1209 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1210 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1212 {
1493 pick_up (op, tmp); 1213 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1214 continue;
1497 } 1215 }
1498 1216
1499 if (op->contr->mode & PU_VALUABLES) 1217 if (op->contr->mode & PU_VALUABLES)
1500 { 1218 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1219 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1220 {
1503 pick_up (op, tmp); 1221 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1222 continue;
1507 } 1223 }
1508 } 1224 }
1509 1225
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1226 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1227 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1228 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1229 {
1514 pick_up (op, tmp); 1230 pick_up (op, tmp);
1231 continue;
1515 if (0) 1232 }
1516 fprintf (stderr, "JEWELS\n"); 1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1517 continue; 1239 continue;
1518 } 1240 }
1519 1241
1520 /* bows and arrows. Bows are good for selling! */ 1242 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1243 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1244 if (tmp->type == BOW)
1523 { 1245 {
1524 pick_up (op, tmp); 1246 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1247 continue;
1528 } 1248 }
1249
1529 if (op->contr->mode & PU_ARROW) 1250 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1251 if (tmp->type == ARROW)
1531 { 1252 {
1532 pick_up (op, tmp); 1253 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1254 continue;
1536 } 1255 }
1537 1256
1538 /* all kinds of armor etc. */ 1257 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1258 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1259 if (tmp->type == ARMOUR)
1541 { 1260 {
1542 pick_up (op, tmp); 1261 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1262 continue;
1546 } 1263 }
1264
1547 if (op->contr->mode & PU_HELMET) 1265 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1266 if (tmp->type == HELMET)
1549 { 1267 {
1550 pick_up (op, tmp); 1268 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1269 continue;
1554 } 1270 }
1271
1555 if (op->contr->mode & PU_SHIELD) 1272 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1273 if (tmp->type == SHIELD)
1557 { 1274 {
1558 pick_up (op, tmp); 1275 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1276 continue;
1562 } 1277 }
1278
1563 if (op->contr->mode & PU_BOOTS) 1279 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1280 if (tmp->type == BOOTS)
1565 { 1281 {
1566 pick_up (op, tmp); 1282 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1283 continue;
1570 } 1284 }
1285
1571 if (op->contr->mode & PU_GLOVES) 1286 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1287 if (tmp->type == GLOVES)
1573 { 1288 {
1574 pick_up (op, tmp); 1289 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1290 continue;
1578 } 1291 }
1292
1579 if (op->contr->mode & PU_CLOAK) 1293 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1294 if (tmp->type == CLOAK)
1581 { 1295 {
1582 pick_up (op, tmp); 1296 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1297 continue;
1586 } 1298 }
1587 1299
1588 /* hoping to catch throwing daggers here */ 1300 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1301 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1303 {
1592 pick_up (op, tmp); 1304 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1305 continue;
1596 } 1306 }
1597 1307
1598 /* careful: chairs and tables are weapons! */ 1308 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1309 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1312 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1315 {
1606 pick_up (op, tmp); 1316 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1317 continue;
1610 } 1318 }
1611 } 1319 }
1320
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1321 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1322 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1324 {
1616 pick_up (op, tmp); 1325 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1326 continue;
1620 } 1327 }
1621 } 1328 }
1622 } 1329 }
1623 1330
1624 /* misc stuff that's useful */ 1331 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1332 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1334 {
1628 pick_up (op, tmp); 1335 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1336 continue;
1632 } 1337 }
1633 1338
1634 /* any of the last 4 bits set means we use the ratio for value 1339 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1340 * pickups */
1657 continue; 1362 continue;
1658 } 1363 }
1659 } 1364 }
1660 } /* the new pickup model */ 1365 } /* the new pickup model */
1661 } 1366 }
1367
1662 return !stop; 1368 return !stop;
1663} 1369}
1664 1370
1665/* 1371/*
1666 * Find an arrow in the inventory and after that 1372 * Find an arrow in the inventory and after that
1668 * found object is returned. 1374 * found object is returned.
1669 */ 1375 */
1670object * 1376object *
1671find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1672{ 1378{
1673 object *tmp = NULL; 1379 object *tmp = 0;
1674 1380
1675 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1679 return op; 1385 return op;
1386
1680 return tmp; 1387 return tmp;
1681} 1388}
1682 1389
1683/* 1390/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1395 */
1689
1690object * 1396object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1398{
1693 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1467 * op = the shooter
1762 * type = bow->race 1468 * type = bow->race
1763 * dir = fire direction 1469 * dir = fire direction
1764 */ 1470 */
1765
1766object * 1471object *
1767pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1768{ 1473{
1769 object *tmp = NULL; 1474 object *tmp = NULL;
1770 maptile *m; 1475 maptile *m;
1835 */ 1540 */
1836int 1541int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1543{
1839 object *left, *bow; 1544 object *left, *bow;
1840 int bowspeed, mflags; 1545 int mflags;
1841 maptile *m; 1546 maptile *m;
1842 1547
1843 if (!dir) 1548 if (!dir)
1844 { 1549 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1551 return 0;
1847 } 1552 }
1848 if (op->type == PLAYER) 1553
1849 bow = op->contr->ranges[range_bow]; 1554 if (op->contr)
1555 bow = op->current_weapon;
1850 else 1556 else
1851 { 1557 {
1852 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1565 if (!bow)
1860 { 1566 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1568 return 0;
1863 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1864 } 1578 }
1579
1865 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1866 { 1581 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1583 return 0;
1869 } 1584 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1585
1879 if (arrow == NULL) 1586 if (arrow == NULL)
1880 { 1587 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1589 {
1883 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1593 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1888 return 0; 1596 return 0;
1889 } 1597 }
1890 } 1598 }
1599
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1602 return 0;
1895 } 1603
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1605 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1607 return 0;
1900 } 1608 }
1901 1609
1902 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1611 if (arrow->nrof == 0)
1904 { 1612 {
1905 remove_ob (arrow); 1613 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1614 return 0;
1908 } 1615 }
1909 1616
1910 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1619 if (!arrow)
1913 { 1620 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1622 return 0;
1916 } 1623 }
1917 set_owner (arrow, op); 1624
1625 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1627 arrow->direction = dir;
1921 arrow->x = sx; 1628
1922 arrow->y = sy; 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636 if (player *pl = op->contr)
1637 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp;
1645
1646 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f;
1649 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651
1652 op->speed_left += speed - op->speed;
1653#endif
1654 }
1655
1656 SET_ANIMATION (arrow, arrow->direction);
1657
1658 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1660 + bow->stats.dam / 7.0;
1661
1662 arrow->set_speed (max (arrow->speed, 2.0));
1663 arrow->speed_left = 0;
1664
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1666
1924 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1925 { 1668 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 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
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
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; 1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1670 wc -= dex_bonus[op->stats.Dex];
1671
1672 if (!arrow->slaying)
1673 arrow->slaying = op->slaying;
1674
1675 arrow->attacktype |= op->attacktype;
1959 } 1676 }
1960 else 1677 else
1961 { 1678 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1679 arrow->level = op->level;
1964 } 1680 arrow->stats.wc -= bow->magic;
1965 1681
1966 if (arrow->attacktype == AT_PHYSICAL) 1682 if (!arrow->slaying)
1683 arrow->slaying = bow->slaying;
1684
1967 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1686 }
1968 1687
1969 if (bow->slaying != NULL) 1688 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1689 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1690
1972 arrow->map = m; 1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1692 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1694
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1696 m->insert (arrow, sx, sy, op);
1978 1697
1979 if (!arrow->destroyed ()) 1698 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1699 move_arrow (arrow);
1981 1700
1982 if (op->type == PLAYER) 1701 if (op->type == PLAYER)
2002{ 1721{
2003 int ret = 0, wcmod = 0; 1722 int ret = 0, wcmod = 0;
2004 1723
2005 if (op->contr->bowtype == bow_bestarrow) 1724 if (op->contr->bowtype == bow_bestarrow)
2006 { 1725 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1727 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1728 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1729 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1730 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1731 wcmod = -1;
1732
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1734 }
2015 else if (op->contr->bowtype == bow_threewide) 1735 else if (op->contr->bowtype == bow_threewide)
2016 { 1736 {
2017 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);
2021 else if (op->contr->bowtype == bow_spreadshot) 1741 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1742 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 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); 1744 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); 1745 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1746 }
2028 else 1747 else
2029 { 1748 {
2030 /* Simple case */ 1749 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1750 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1751 }
1752
2033 return ret; 1753 return ret;
2034} 1754}
2035
2036 1755
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
2039 */ 1758 */
2040void 1759void
2041fire_misc_object (object *op, int dir) 1760fire_misc_object (object *op, int dir)
2042{ 1761{
2043 object *item; 1762 object *item = op->contr->ranged_ob;
2044 1763
2045 if (!op->contr->ranges[range_misc]) 1764 if (!item)
2046 { 1765 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1767 return;
2049 } 1768 }
2050 1769
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1770 if (!item->inv)
2053 { 1771 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1773 return;
2056 } 1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
2057 if (item->type == WAND) 1779 if (item->type == WAND)
2058 { 1780 {
2059 if (item->stats.food <= 0) 1781 if (item->stats.food <= 0)
2060 { 1782 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 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)); 1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
2063 return; 1786 return;
2064 } 1787 }
2065 } 1788 }
2066 else if (item->type == ROD || item->type == HORN) 1789 else if (item->type == ROD || item->type == HORN)
2067 { 1790 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1792 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
2071 if (item->type == ROD) 1795 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)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1797 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
2075 return; 1800 return;
2076 } 1801 }
2077 } 1802 }
2078 1803
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1804 if (cast_spell (op, item, dir, item->inv, NULL))
2087 1812
2088 if (item->arch) 1813 if (item->arch)
2089 { 1814 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1815 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1816 item->face = item->arch->clone.face;
2092 item->speed = 0; 1817 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1818 }
1819
2095 if ((tmp = is_player_inv (item))) 1820 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1821 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1822 }
2098 } 1823 }
2099 else if (item->type == ROD || item->type == HORN) 1824 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1825 drain_rod_charge (item);
2102 }
2103 } 1826 }
2104} 1827}
2105 1828
2106/* Received a fire command for the player - go and do it. 1829/* Received a fire command for the player - go and do it.
2107 */ 1830 */
2112 1835
2113 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1837 if (action_makes_visible (op))
2115 make_visible (op); 1838 make_visible (op);
2116 1839
2117 switch (op->contr->shoottype) 1840 player *pl = op->contr;
1841
1842 if (pl->golem)
2118 { 1843 {
2119 case range_none: 1844 control_golem (op->contr->golem, dir);
2120 return; 1845 return;
1846 }
2121 1847
2122 case range_bow: 1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 if (!op->change_weapon (ob))
1854 return;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2123 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2124 return; 1860 break;
2125 1861
2126 case range_magic: /* Casting spells */ 1862 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1864 break;
2129 1865
2130 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
2131 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
2132 return; 1876 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 } 1877 }
2161} 1878}
2162
2163
2164 1879
2165/* find_key 1880/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1881 * 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 1882 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1885 * pl is the player,
2171 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2174 */ 1889 */
2175
2176object * 1890object *
2177find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2178{ 1892{
2179 object *tmp, *key; 1893 object *tmp, *key;
2180 1894
2181 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1896 if (!container->inv)
2183 return NULL; 1897 return 0;
2184 1898
2185 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1901 {
2188 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1903 break;
2190 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2192 */ 1906 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1908 break;
2195 } 1909 }
1910
2196 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1914 * a key, return
2200 */ 1915 */
2201 if (!tmp) 1916 if (!tmp)
2202 { 1917 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1919 {
2205 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1922 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2209 return key; 1924 return key;
2210 } 1925 }
2211 } 1926 }
1927
2212 if (!tmp) 1928 if (!tmp)
2213 return NULL; 1929 return NULL;
2214 } 1930 }
1931
2215 /* We get down here if we have found a key. Now if its in a container, 1932 /* 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 1933 * see if we actually want to use it
2217 */ 1934 */
2218 if (pl != container) 1935 if (pl != container)
2219 { 1936 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 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)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1959 return NULL;
2243 } 1960 }
2244 } 1961 }
1962
2245 return tmp; 1963 return tmp;
2246} 1964}
2247 1965
2248/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1969 * 0 otherwise
2252 */ 1970 */
2253static int 1971static int
2254player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2255{ 1973{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* 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 - 1975 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2260 */ 1977 */
2261 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2264 if (key) 1981 if (key)
2265 { 1982 {
2266 object *container = key->env; 1983 object *container = key->env;
2267 1984
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
2269 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2270 make_visible (op); 1988 make_visible (op);
1989
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2273 if (door->type == DOOR) 1993 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2278 { 1996 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 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 ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1999 }
2000
2282 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2285 if (container != op) 2004 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2287 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2288 } 2008 }
2289 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2290 { 2010 {
2291 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2013 return 1;
2294 } 2014 }
2015
2295 return 0; 2016 return 0;
2296} 2017}
2297 2018
2298/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2303 */ 2024 */
2304
2305void 2025void
2306move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2307{ 2027{
2308 object *tmp, *mon; 2028 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2029 int on_battleground;
2311 maptile *m; 2030 maptile *m;
2312 2031
2313 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2315 2034
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2035 on_battleground = op_on_battleground (op, 0, 0);
2317 2036
2318 /* If braced, or can't move to the square, and it is not out of the 2037 /* 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 2038 * 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 2039 * 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 2040 * player. This is a pretty nasty hack, because if we could
2326 */ 2045 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2046 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2047 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2048 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2049 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2050 m = op->map->xy_find (nx, ny);
2332 if (!m) 2051 if (!m)
2333 return; /* Don't think this should happen */ 2052 return; /* Don't think this should happen */
2334 } 2053 }
2335 else 2054 else
2336 m = op->map; 2055 m = op->map;
2337 2056
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2057 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; 2058 return;
2342 }
2343 2059
2344 mon = NULL; 2060 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2061 /* 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. 2062 * 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 2063 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2064 * on the space
2349 */ 2065 */
2350 while (tmp != NULL) 2066 while (tmp)
2351 { 2067 {
2352 if (tmp == op) 2068 if (tmp == op)
2353 { 2069 {
2354 tmp = tmp->above; 2070 tmp = tmp->above;
2355 continue; 2071 continue;
2365 mon = tmp; 2081 mon = tmp;
2366 2082
2367 tmp = tmp->above; 2083 tmp = tmp->above;
2368 } 2084 }
2369 2085
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2086 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2087 return; /* into a wall */
2372 2088
2373 if (mon->head != NULL) 2089 if (mon->head)
2374 mon = mon->head; 2090 mon = mon->head;
2375 2091
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2092 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2093 if (player_attack_door (op, mon))
2378 return; 2094 return;
2387 2103
2388 /* If the creature is a pet, push it even if the player is not 2104 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the 2105 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive. 2106 * player owns it and it is either friendly or unagressive.
2391 */ 2107 */
2392 if ((op->type == PLAYER) 2108 if (op->type == PLAYER
2393#if COZY_SERVER 2109 && ((mon->owner && mon->owner->contr
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2110 && same_party (mon->owner->contr->party, op->contr->party))
2397#else 2111 || mon->owner == op)
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2113 {
2402 /* If we're braced, we don't want to switch places with it */ 2114 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2115 if (op->contr->braced)
2404 return; 2116 return;
2117
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2119 push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2120 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2121 make_visible (op);
2122
2409 return; 2123 return;
2410 } 2124 }
2411 2125
2412 /* in certain circumstances, you shouldn't attack friendly 2126 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2127 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 2128 * someone, but put it inside this loop so that you won't
2415 * attack them either. 2129 * attack them either.
2416 */ 2130 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2131 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 2133 && ((op->contr->peaceful
2420 (op->contr->peaceful 2134 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2135 && !on_battleground))
2422 && mon->contr->
2423 peaceful)) &&
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2136 {
2429 if (!op->contr->braced) 2137 if (!op->contr->braced)
2430 { 2138 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2433 } 2141 }
2434 else 2142 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2144
2438 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2146 make_visible (op);
2440 } 2147 }
2441 2148
2442 /* If the object is a boulder or other rollable object, then 2149 /* 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 2160 * 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: 2161 * 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 2162 * 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. 2163 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2164 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2165 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))) 2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2167 {
2462
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit) 2168 if (!op->contr->has_hit)
2469 { 2169 {
2170 op->contr->has_hit = 1;
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2471
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 } 2172 }
2474 2173
2475 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2476 2175
2477 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2179 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2182 {
2484 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2485 2184
2486 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2489 } 2188 }
2189
2490 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2491 make_visible (op); 2191 make_visible (op);
2492 } 2192 }
2493 } /* if player should attack something */ 2193 } /* if player should attack something */
2494} 2194}
2496int 2196int
2497move_player (object *op, int dir) 2197move_player (object *op, int dir)
2498{ 2198{
2499 int pick; 2199 int pick;
2500 2200
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2202 return 0;
2503 2203
2504 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2506 { 2206 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2208 return 0;
2509 } 2209 }
2510 2210
2511 /* peterm: added following line */ 2211 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2214
2515 op->facing = dir; 2215 op->facing = dir;
2516 2216
2517 if (op->hide) 2217 if (op->hide)
2518 do_hidden_move (op); 2218 do_hidden_move (op);
2529 2229
2530 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2231 * server can handle repeat firing.
2532 */ 2232 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2234 op->direction = dir;
2536 }
2537 else 2235 else
2538 {
2539 op->direction = 0; 2236 op->direction = 0;
2540 } 2237
2541 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2240 * for players.
2544 */ 2241 */
2545 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2554 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2555 */ 2252 */
2556int 2253int
2557handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2558{ 2255{
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)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2257 {
2581 flee_player (op); 2258 flee_player (op);
2259
2582 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2584 { 2262 {
2585 op->speed_left--; 2263 --op->speed_left;
2586 return 0; 2264 return 0;
2587 } 2265 }
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 } 2266 }
2601 2267
2602 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2270 * called, so we recheck it here.
2605 */ 2271 */
2606 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2273 return 1;
2609 2274
2275 if (op->speed_left > 0.f)
2276 {
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2278 {
2612 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2280 --op->speed_left;
2614 2281
2615 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2618 */ 2285 */
2619 move_player (op, op->direction); 2286 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2287
2621 return 1; 2288 return op->speed_left > 0.f;
2622 else 2289 }
2623 return 0;
2624 } 2290 }
2291
2625 return 0; 2292 return 0;
2626} 2293}
2627 2294
2628int 2295int
2629save_life (object *op) 2296save_life (object *op)
2630{ 2297{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2299 return 0;
2635 2300
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2303 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2304 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)); 2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2641 if (op->contr) 2307 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2308 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2309
2644 free_object (tmp); 2310 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312
2646 if (op->stats.hp < 0) 2313 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2315
2648 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2649 op->stats.food = 999; 2317 op->stats.food = 999;
2650 fix_player (op); 2318
2319 op->update_stats ();
2651 return 1; 2320 return 1;
2652 } 2321 }
2322
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2325 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2326 return 0;
2657} 2327}
2662 * from. 2332 * from.
2663 */ 2333 */
2664void 2334void
2665remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2666{ 2336{
2667 object *next;
2668
2669 while (op) 2337 while (op)
2670 { 2338 {
2671 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2340
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2342 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2682 } 2347 }
2683 else if (op->inv) 2348 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2350
2685 op = next; 2351 op = next;
2686 } 2352 }
2687} 2353}
2688
2689 2354
2690/* 2355/*
2691 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2369 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2372 else
2708 sprintf (buf, "%s\n", &op->name); 2373 sprintf (buf, "%s\n", &op->name);
2374
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2376 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2378 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2379 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2383 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2718 { 2385 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2388 strcat (buf2, buf);
2722 } 2389 }
2390
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2393 strcat (buf2, buf);
2394
2726 return buf2; 2395 return buf2;
2727} 2396}
2728
2729
2730 2397
2731void 2398void
2732do_some_living (object *op) 2399do_some_living (object *op)
2733{ 2400{
2734 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2407 int rate_grace = 2000;
2741 const int max_hp = 1; 2408 const int max_hp = 1;
2742 const int max_sp = 1; 2409 const int max_sp = 1;
2743 const int max_grace = 1; 2410 const int max_grace = 1;
2744 2411
2745 if (op->contr->outputs_sync) 2412 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 } 2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2751 2430
2752 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2753 { 2432 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2437 else
2760 { 2438 {
2761 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2441 }
2442
2764 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2445 else
2767 { 2446 {
2768 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2449 }
2450
2771 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2453 else
2774 { 2454 {
2775 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2457 }
2778 2458
2779 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2461 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 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) 2463 if (op->stats.sp < op->stats.maxsp)
2784 { 2464 {
2785 op->stats.sp++; 2465 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2473 op->stats.food = last_food;
2794 } 2474 }
2795 } 2475 }
2476
2796 if (max_sp > 1) 2477 if (max_sp > 1)
2797 { 2478 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2480 if (over_sp > 0)
2800 { 2481 {
2801 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2802 { 2483 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2487 op->stats.sp--;
2488
2806 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2808 } 2491 }
2809 op->last_sp = 0; 2492 op->last_sp = 0;
2810 } 2493 }
2811 else 2494 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2496 }
2816 else 2497 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2499 }
2821 2500
2822 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2825 { 2504 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2828 if (max_grace > 1) 2508 if (max_grace > 1)
2829 { 2509 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2511 if (over_grace > 0)
2832 { 2512 {
2860 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2542 op->stats.food = last_food;
2863 } 2543 }
2864 } 2544 }
2545
2865 if (max_hp > 1) 2546 if (max_hp > 1)
2866 { 2547 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2549 if (over_hp > 0)
2869 { 2550 {
2882 } 2563 }
2883 2564
2884 /* Digestion */ 2565 /* Digestion */
2885 if (--op->last_eat < 0) 2566 if (--op->last_eat < 0)
2886 { 2567 {
2887#ifdef COZY_SERVER
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2890#else
2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2569
2894 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2572 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2898 /* dms do not consume food */ 2575 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2577 op->stats.food--;
2901 } 2578 }
2902 }
2903 2579
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2581 {
2906 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2907 2583
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2585 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2593 break;
2918 } 2594 }
2919 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2920 flesh = tmp; 2596 flesh = tmp;
2921 } /* End if paid for object */ 2597 } /* End if paid for object */
2922 } /* end of for loop */ 2598 } /* end of for loop */
2599
2923 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2601 * eat flesh instead.
2925 */ 2602 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2604 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2930 } 2607 }
2931 } /* end if player is starving */ 2608 }
2932 2609
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2935 2612
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2614 kill_player (op);
2615 }
2938} 2616}
2939
2940
2941 2617
2942/* If the player should die (lack of hp, food, etc), we call this. 2618/* 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 2619 * 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 2620 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2621 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 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..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2653
2978 /* restore player */ 2654 /* restore player */
2979 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2657 {
2983 remove_ob (tmp); 2658 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2660 }
2987 2661
2988 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2664 {
2992 remove_ob (tmp); 2665 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2667 }
2996 2668
2997 cure_disease (op, 0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2672 op->stats.food = 999;
3001 2673
3002 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2676 {
3006 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2678 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " 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); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2682 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2686 }
3017 2687
3018 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2690 op->contr->braced = 0;
3025 2695
3026 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
3027 2697
3028 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
3029 { 2699 {
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); 2700 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3039 } 2702 }
3040 else 2703 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); 2704 sprintf (buf, "%s died.", &op->name);
3050 } 2705
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2707
3053 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3054 x = op->x; 2709 x = op->x;
3055 y = op->y; 2710 y = op->y;
3056 map = op->map; 2711 map = op->map;
3057 2712
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2714 * 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. 2715 * See the config.h file for a little more in depth detail about this.
3064 */ 2716 */
3065 2717
3066 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2720 * of death.
3069 */ 2721 */
3070#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3072 { 2724 {
3073 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2727 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2730 little bit harder. */
3079 /* GD */ 2731 /* GD */
3080 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2733 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2734 else
3086 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3087 num_stats_lose = 1; 2738 num_stats_lose = 1;
3088 } 2739
3089 lost_a_stat = 0; 2740 lost_a_stat = 0;
3090 2741
3091 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3092 { 2743 {
3093 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3094 2745
3095 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3096 { 2747 {
3097 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2749 * what he lost.
3099 */ 2750 */
3100 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3106 } 2769 }
3107 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3108 { 2772 {
3109 /* deplete a stat */ 2773 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3111 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3112 2776 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2777 {
3116 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3118 } 2780
3119 lose_this_stat = 1; 2781 /* 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) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2787 {
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; 2788 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2790 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 } 2791 }
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 */ 2792 else
3161 if (this_stat >= -50)
3162 { 2793 {
3163 change_attr_value (&(dep->stats), i, -1); 2794 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; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2799 }
3169 } 2800 }
3170 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3171 } 2820 }
2821 }
2822 }
3172 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2824 if (!lost_a_stat)
3174 { 2825 {
3175 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3178 2829
3179 if (god && (strcmp (god, "none"))) 2830 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); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2832 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2834 }
2835#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2837#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 2838
3187 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2840 * exp loss on the stone.
3189 */ 2841 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2844 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2846 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); 2847 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; 2848 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2851
3200 /**************************************/ 2852 /**************************************/
3201 /* */ 2853 /* */
3202 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3205 /* */ 2857 /* */
3206
3207 /**************************************/ 2858 /**************************************/
3208 2859
3209 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2861 /* restore player */
3211 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
2864
3213 if (tmp) 2865 if (tmp)
3214 { 2866 {
3215 remove_ob (tmp); 2867 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2869 }
3219 2870
3220 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2873 if (tmp)
3223 { 2874 {
3224 remove_ob (tmp); 2875 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2877 }
2878
3228 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3229 2880
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3233 op->stats.food = 900; 2884 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2888
3238 /* 2889 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2890 * 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 2891 * and put them back in the map.
3241 * in the map. 2892 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3246 2894
3247 /****************************************/ 2895 /****************************************/
3248 /* */ 2896 /* */
3249 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3251 /* */ 2899 /* */
3252
3253 /****************************************/ 2900 /****************************************/
3254 2901
3255 enter_player_savebed (op); 2902 enter_player_savebed (op);
3256 2903
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2904 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2905
3263 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2909 * on the space that might harm the player.
3267 */ 2910 */
3268 will_kill_again = 0; 2911 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3273 } 2915
3274 if (will_kill_again) 2916 if (will_kill_again)
3275 { 2917 {
3276 object *force; 2918 object *force;
3277 int at; 2919 int at;
3278 2920
3279 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2923 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2924 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2928 force->resist[at] = 100;
3288 } 2929
3289 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3290 fix_player (op); 2931 op->update_stats ();
3291 2932
3292 } 2933 }
3293 2934
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 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} 2936}
3363
3364 2937
3365void 2938void
3366loot_object (object *op) 2939loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3369 2942
3370 if (op->container) 2943 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2944
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3376 { 2946 {
3377 next = tmp->below; 2947 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3379 continue; 2950 continue;
3380 remove_ob (tmp); 2951
2952 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3382 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2957
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2959 {
3388 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3389 { 2961 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2963 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2964 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2965 }
3394 else 2966 else
3395 free_object (tmp); 2967 tmp->destroy ();
3396 } 2968 }
3397 else 2969 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2971 }
3400} 2972}
3402/* 2974/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2977 * was changed.
3406 */ 2978 */
3407
3408void 2979void
3409fix_weight (void) 2980fix_weight (void)
3410{ 2981{
3411 player *pl; 2982 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2983 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2985
3417 if (old == sum) 2986 if (old == sum)
3418 continue; 2987 continue;
3419 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 2990 }
3422} 2991}
3423 2992
3424void 2993void
3425fix_luck (void) 2994fix_luck (void)
3426{ 2995{
3427 player *pl; 2996 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3432} 2999}
3433
3434 3000
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3438 */ 3004 */
3439
3440void 3005void
3441cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3442{ 3007{
3443 object *skop, *spob; 3008 object *skop, *spob;
3444 3009
3465 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3032
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3034
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3036}
3474 3037
3475void 3038void
3476make_visible (object *op) 3039make_visible (object *op)
3477{ 3040{
3480 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3481 { 3044 {
3482 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3484 } 3047 }
3048
3485 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3486} 3050}
3487 3051
3488int 3052int
3489is_true_undead (object *op) 3053is_true_undead (object *op)
3490{ 3054{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3056 return 1;
3495 3057
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; 3058 return 0;
3502} 3059}
3503 3060
3504/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3561 3118
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3120
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3568 { 3124 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3126 make_visible (op);
3571 return; 3127 return;
3572 } 3128 }
3573 else 3129 else
3574 num += 20; 3130 num += 20;
3575 } 3131
3576 num += op->map->difficulty; 3132 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3134 num -= hide;
3135
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3137 {
3581 make_visible (op); 3138 make_visible (op);
3582 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3141 }
3585 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3144}
3590 3145
3591/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3592 3147
3593int 3148int
3620 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3621 continue; 3176 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3178 continue;
3624 3179
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3181 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3183 return 1;
3629 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3630 { 3185 {
3660 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3661 { 3216 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3218 return -1;
3664 } 3219 }
3220
3665 if (!pl || !op) 3221 if (!pl || !op)
3666 return 0; 3222 return 0;
3667 3223
3668 if (op->head)
3669 {
3670 op = op->head; 3224 op = op->head_ ();
3671 } 3225
3672 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3673 3227
3674 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3229 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3684 3238
3685 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3241 * for any meaningful values.
3688 */ 3242 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3246 return 1;
3693 op = op->more; 3247 op = op->more;
3694 } 3248 }
3695 return 0; 3249 return 0;
3696} 3250}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3348 int i = 0, j = 0;
3795 3349
3796 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3805 3359
3806 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3807 return; 3361 return;
3808 3362
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3364
3811 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3812 { 3366 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3368 return;
3815 } 3369 }
3816 3370
3882 { 3436 {
3883 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3438 object *skin;
3885 3439
3886 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 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); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3888 if (skin == NULL) 3445 if (!skin)
3889 return; 3446 return;
3890 3447
3891 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3450 {
3938 * not readied. 3495 * not readied.
3939 */ 3496 */
3940void 3497void
3941player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3942{ 3499{
3943 rangetype i; 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3944 3502
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3503 if (pl->combat_ob == ob)
3946 { 3504 pl->combat_ob = 0;
3505
3947 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3948 { 3507 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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