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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 1.140 by root, Fri May 18 13:15:29 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case SKILL:
278 ob->flag [FLAG_APPLIED] = false;
279 break;
280
281 case WAND:
282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
291 }
292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats ();
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->reset_stats ();
321 ns->pl = 0;
322 ns = 0;
323 }
324
325 if (ob)
326 ob->close_container (); //TODO: client-specific
327
328 deactivate ();
329}
330
331// the need for this function can be explained
332// by load_object not returning the object
333void
334player::set_object (object *op)
335{
336 ob = op;
337 ob->contr = this; /* this aren't yet in archetype */
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 4;
350 outputs_count = 4;
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 bowtype = bow_normal;
357 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers;
360 peaceful = 1; /* default peaceful */
361 do_los = 1;
362}
363
364void
365player::do_destroy ()
366{
367 disconnect ();
368
369 attachable::do_destroy ();
370
371 if (ob)
372 {
373 ob->destroy_inv (false);
374 ob->destroy ();
375 }
376}
377
378player::~player ()
379{
380 /* Clear item stack */
381 free (stack_items);
382}
383
321/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
323 * mode. 386 * mode.
324 */ 387 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 388player *
389player::create ()
390{
391 player *pl = new player;
330 392
331 p = get_player (NULL); 393 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));
334 394
335 if (p->socket.faces_sent == NULL) 395 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
337 398
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); 399 set_first_map (pl->ob);
345 400
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; 401 return pl;
354} 402}
355 403
356/* 404/*
357 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
367 { 415 {
368 if (at == NULL || at->next == NULL) 416 if (at == NULL || at->next == NULL)
369 at = first_archetype; 417 at = first_archetype;
370 else 418 else
371 at = at->next; 419 at = at->next;
420
372 if (at->clone.type == PLAYER) 421 if (at->clone.type == PLAYER)
373 return at; 422 return at;
423
374 if (at == start) 424 if (at == start)
375 { 425 {
376 LOG (llevError, "No Player archetypes\n"); 426 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 427 exit (-1);
378 } 428 }
379 } 429 }
380} 430}
381 431
382
383object * 432object *
384get_nearest_player (object *mon) 433get_nearest_player (object *mon)
385{ 434{
386 object *op = NULL; 435 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 436 objectlink *ol;
389 unsigned lastdist; 437 unsigned lastdist;
390 rv_vector rv; 438 rv_vector rv;
391 439
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 441 {
394 /* We should not find free objects on this friendly list, but it 442 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 443 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 444 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 445 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 449 object *tmp = ol->ob;
402 450
403 /* Can't do much more other than log the fact, because the object 451 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 452 * itself will have been cleared.
405 */ 453 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
407 ol = ol->next; 456 ol = ol->next;
408 remove_friendly_object (tmp); 457 remove_friendly_object (tmp);
409 if (!ol) 458 if (!ol)
410 return op; 459 return op;
411 } 460 }
424 { 473 {
425 op = ol->ob; 474 op = ol->ob;
426 lastdist = rv.distance; 475 lastdist = rv.distance;
427 } 476 }
428 } 477 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 478
430 { 479 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
435 { 482 {
436 op = pl->ob; 483 op = pl->ob;
437 lastdist = rv.distance; 484 lastdist = rv.distance;
438 } 485 }
439 } 486
440 }
441#if 0 487#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 489#endif
444 return op; 490 return op;
445} 491}
463 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 511 * is probably not a good thing.
466 */ 512 */
467#define MAX_SPACES 50 513#define MAX_SPACES 50
468
469 514
470/* 515/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 549 x = mon->x;
505 y = mon->y; 550 y = mon->y;
506 m = mon->map; 551 m = mon->map;
507 dir = rv.direction; 552 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 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); 554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555
510 /* If we can't solve it within the search distance, return now. */ 556 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 557 if (diff > max)
512 return 0; 558 return 0;
559
513 while (diff > 1 && max > 0) 560 while (diff > 1 && max > 0)
514 { 561 {
515 lastx = x; 562 lastx = x;
516 lasty = y; 563 lasty = y;
517 lastmap = m; 564 lastmap = m;
599 max--; 646 max--;
600 lastdir = dir; 647 lastdir = dir;
601 if (!firstdir) 648 if (!firstdir)
602 firstdir = dir; 649 firstdir = dir;
603 } 650 }
651
604 if (diff <= 1) 652 if (diff <= 1)
605 { 653 {
606 /* Recalculate diff (distance) because we may not have actually 654 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 655 * headed toward player for entire distance.
608 */ 656 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 657 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); 658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 659 }
660
612 if (diff > max) 661 if (diff > max)
613 return 0; 662 return 0;
614 } 663 }
664
615 /* If we reached the max, didn't find a direction in time */ 665 /* If we reached the max, didn't find a direction in time */
616 if (!max) 666 if (!max)
617 return 0; 667 return 0;
618 668
619 return firstdir; 669 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 696 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 697 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 698 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 699 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 700 {
651 remove_ob (op); 701 op->destroy ();
652 free_object (op);
653 continue; 702 continue;
654 } 703 }
655 } 704 }
656 705
657 /* This really needs to be better - we should really give 706 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 717 if (tmp->type == op->type && tmp->name == op->name)
669 break; 718 break;
670 719
671 if (tmp) 720 if (tmp)
672 { 721 {
673 remove_ob (op); 722 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 723 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 724 continue;
677 } 725 }
726
678 if (op->nrof > 1) 727 if (op->nrof > 1)
679 op->nrof = 1; 728 op->nrof = 1;
680 } 729 }
681 730
682 if (op->type == SPELLBOOK && op->inv) 731 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 743 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 744 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 745 }
697 if (op->type == SPELL) 746 if (op->type == SPELL)
698 { 747 {
699 remove_ob (op); 748 op->destroy ();
700 free_object (op);
701 continue; 749 continue;
702 } 750 }
703 else if (op->type == SKILL) 751 else if (op->type == SKILL)
704 { 752 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 753 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 762 /* Need to set up the skill pointers */
715 link_player_skills (pl); 763 link_player_skills (pl);
716} 764}
717 765
718void 766void
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) 767get_party_password (object *op, partylist *party)
803{ 768{
804 if (party == NULL) 769 if (party == NULL)
805 { 770 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 771 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 772 return;
808 } 773 }
774
809 op->contr->write_buf[0] = '\0'; 775 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 776 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 777 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 778 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 779}
814
815 780
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 781/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 782static int
818roll_stat (void) 783roll_stat (void)
819{ 784{
820 int a[4], i, j, k; 785 int a[4], i, j, k;
821 786
822 for (i = 0; i < 4; i++) 787 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 788 a[i] = (int) rndm (6) + 1;
824 789
825 for (i = 0, j = 0, k = 7; i < 4; i++) 790 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 791 if (a[i] < k)
827 k = a[i], j = i; 792 k = a[i], j = i;
828 793
829 for (i = 0, k = 0; i < 4; i++) 794 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 795 if (i != j)
832 k += a[i]; 796 k += a[i];
833 } 797
834 return k; 798 return k;
835} 799}
836 800
837void 801void
838roll_stats (object *op) 802object::roll_stats ()
839{ 803{
804 int statsort [NUM_STATS];
805
806 for (;;)
807 {
840 int sum = 0; 808 int sum = 0;
841 int i = 0, j = 0; 809 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 810 sum += statsort [i] = roll_stat ();
843 811
844 do 812 if (sum >= 82 && sum <= 116)
813 break;
845 { 814 }
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);
856 815
857 /* Sort the stats so that rerolling is easier... */ 816 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 817 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;
865 818
866 /* a quick and dirty bubblesort? */ 819 for (int i = 0; i < NUM_STATS; ++i)
867 do 820 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);
882 821
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; 822 stats.exp = 0;
902 op->stats.ac = 0; 823 stats.ac = 0;
903 824
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; 825 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
912 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
913} 837}
914 838
915void 839void
916Roll_Again (object *op) 840object::swap_stats (int a, int b)
917{ 841{
918 esrv_new_player (op->contr, 0); 842 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}
922 843
923void 844 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 845 stats.stat (i) = contr->orig_stats.stat (i);
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
925{ 871{
926 signed char tmp;
927 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
928 873
929 if (op->contr->Swap_First == -1) 874 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); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 876 //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); 877 //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} 878}
1044 879
1045/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1049 * not the class. 884 * not the class.
1050 */ 885 */
1051 886void
1052int 887player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 888{
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 */ 889 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 891
892 treasurelist *tl = treasurelist::find ("starting_wealth");
893 if (tl)
894 create_treasure (tl, ob, 0, 0, 0);
895
1071 INVOKE_PLAYER (BIRTH, op->contr); 896 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 897 INVOKE_PLAYER (LOGIN, ob->contr);
1073 898
1074 op->contr->state = ST_PLAYING; 899 ob->contr->ns->state = ST_PLAYING;
1075 900
1076 if (op->msg) 901 if (ob->msg)
1077 op->msg = NULL; 902 ob->msg = 0;
1078 903
1079 /* We create this now because some of the unique maps will need it 904 /* We create this now because some of the unique maps will need it
1080 * to save here. 905 * to save here.
1081 */ 906 */
907 {
908 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 910 make_path_to_file (buf);
911 }
1084 912
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 913 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 914 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 915 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 916 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 917 esrv_send_inventory (ob, ob);
1093 fix_player (op); 918 ob->update_stats ();
1094 919
1095 /* This moves the player to a different start map, if there 920 /* This moves the player to a different start map, if there
1096 * is one for this race 921 * is one for this race
1097 */ 922 */
1098 if (*first_map_ext_path) 923 if (*first_map_ext_path)
1099 { 924 {
1100 object *tmp; 925 object *tmp;
1101 char mapname[MAX_BUF]; 926 char mapname[MAX_BUF];
1102 927
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 929 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 930 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 931 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 932 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 934 * if the map isn't there, then stay on the
1110 * default initial map */ 935 * default initial map */
1111 free_object (tmp); 936 tmp->destroy ();
1112 } 937 }
1113 else 938 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 939 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 940}
1117 return 0;
1118 }
1119 941
942void
943player::chargen_race_next ()
944{
1120 /* Following actually changes the race - this is the default command 945 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 946 * if we don't match with one of the options above.
1122 */ 947 */
1123 948
1124 tmp_loop = 0; 949 do
1125 while (!tmp_loop)
1126 { 950 {
1127 shstr name = op->name; 951 shstr name = ob->name;
1128 int x = op->x, y = op->y; 952 int x = ob->x, y = ob->y;
1129 953
1130 remove_statbonus (op); 954 ob->remove_statbonus ();
1131 remove_ob (op); 955 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 956 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 957 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 958 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 959 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 960 ob->name = ob->name_pl = name;
1137 op->x = x; 961 ob->x = x;
1138 op->y = y; 962 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 963 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 964 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 965 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 966 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 967 }
968 while (!allowed_class (ob));
1145 969
1146 update_object (op, UP_OBJ_FACE); 970 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 971 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 972 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 973 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 974 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 975 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} 976}
1208 977
1209void 978void
1210flee_player (object *op) 979flee_player (object *op)
1211{ 980{
1241 { 1010 {
1242 op->enemy = NULL; 1011 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1013 return;
1245 } 1014 }
1015
1246 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1247 1017
1248 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1250 { 1020 {
1251 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1252 1022
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1024 return;
1256 }
1257 } 1025 }
1026
1258 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1029 op->enemy = NULL;
1261} 1030}
1262 1031
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* 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 1033 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1034 * stop.
1267 */ 1035 */
1268int 1036int
1269check_pick (object *op) 1037check_pick (object *op)
1270{ 1038{
1271 object *tmp, *next; 1039 object *tmp, *next;
1272 int stop = 0; 1040 int stop = 0;
1273 int j, k, wvratio; 1041 int wvratio;
1274 char putstring[128], tmpstr[16]; 1042 char putstring[128];
1275 1043
1276 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1278 return 1; 1046 return 1;
1279 1047
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1118 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 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)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 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 } 1123 }
1124
1384 /* philosophy: 1125 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1126 * 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 1127 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1130 * example.
1390 * The drawback: right now it has no frontend, so you need to 1131 * 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 1132 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1167 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1168 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1169 if (tmp->type == FOOD)
1429 { 1170 {
1430 pick_up (op, tmp); 1171 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1172 continue;
1434 } 1173 }
1174
1435 if (op->contr->mode & PU_DRINK) 1175 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1177 {
1438 pick_up (op, tmp); 1178 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1179 continue;
1442 } 1180 }
1443 1181
1444 if (op->contr->mode & PU_POTION) 1182 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1183 if (tmp->type == POTION)
1446 { 1184 {
1447 pick_up (op, tmp); 1185 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1186 continue;
1451 } 1187 }
1452 1188
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1189 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1190 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1191 if (tmp->type == SPELLBOOK)
1456 { 1192 {
1457 pick_up (op, tmp); 1193 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1194 continue;
1461 } 1195 }
1196
1462 if (op->contr->mode & PU_SKILLSCROLL) 1197 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1198 if (tmp->type == SKILLSCROLL)
1464 { 1199 {
1465 pick_up (op, tmp); 1200 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1201 continue;
1469 } 1202 }
1203
1470 if (op->contr->mode & PU_READABLES) 1204 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1206 {
1473 pick_up (op, tmp); 1207 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1208 continue;
1477 } 1209 }
1478 1210
1479 /* wands/staves/rods/horns */ 1211 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1214 {
1483 pick_up (op, tmp); 1215 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1216 continue;
1487 } 1217 }
1488 1218
1489 /* pick up all magical items */ 1219 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1220 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1222 {
1493 pick_up (op, tmp); 1223 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1224 continue;
1497 } 1225 }
1498 1226
1499 if (op->contr->mode & PU_VALUABLES) 1227 if (op->contr->mode & PU_VALUABLES)
1500 { 1228 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1229 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1230 {
1503 pick_up (op, tmp); 1231 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1232 continue;
1507 } 1233 }
1508 } 1234 }
1509 1235
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1236 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1237 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1238 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1239 {
1514 pick_up (op, tmp); 1240 pick_up (op, tmp);
1241 continue;
1515 if (0) 1242 }
1516 fprintf (stderr, "JEWELS\n"); 1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1517 continue; 1249 continue;
1518 } 1250 }
1519 1251
1520 /* bows and arrows. Bows are good for selling! */ 1252 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1253 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1254 if (tmp->type == BOW)
1523 { 1255 {
1524 pick_up (op, tmp); 1256 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1257 continue;
1528 } 1258 }
1259
1529 if (op->contr->mode & PU_ARROW) 1260 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1261 if (tmp->type == ARROW)
1531 { 1262 {
1532 pick_up (op, tmp); 1263 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1264 continue;
1536 } 1265 }
1537 1266
1538 /* all kinds of armor etc. */ 1267 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1268 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1269 if (tmp->type == ARMOUR)
1541 { 1270 {
1542 pick_up (op, tmp); 1271 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1272 continue;
1546 } 1273 }
1274
1547 if (op->contr->mode & PU_HELMET) 1275 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1276 if (tmp->type == HELMET)
1549 { 1277 {
1550 pick_up (op, tmp); 1278 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1279 continue;
1554 } 1280 }
1281
1555 if (op->contr->mode & PU_SHIELD) 1282 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1283 if (tmp->type == SHIELD)
1557 { 1284 {
1558 pick_up (op, tmp); 1285 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1286 continue;
1562 } 1287 }
1288
1563 if (op->contr->mode & PU_BOOTS) 1289 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1290 if (tmp->type == BOOTS)
1565 { 1291 {
1566 pick_up (op, tmp); 1292 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1293 continue;
1570 } 1294 }
1295
1571 if (op->contr->mode & PU_GLOVES) 1296 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1297 if (tmp->type == GLOVES)
1573 { 1298 {
1574 pick_up (op, tmp); 1299 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1300 continue;
1578 } 1301 }
1302
1579 if (op->contr->mode & PU_CLOAK) 1303 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1304 if (tmp->type == CLOAK)
1581 { 1305 {
1582 pick_up (op, tmp); 1306 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1307 continue;
1586 } 1308 }
1587 1309
1588 /* hoping to catch throwing daggers here */ 1310 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1311 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1313 {
1592 pick_up (op, tmp); 1314 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1315 continue;
1596 } 1316 }
1597 1317
1598 /* careful: chairs and tables are weapons! */ 1318 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1319 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1322 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1325 {
1606 pick_up (op, tmp); 1326 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1327 continue;
1610 } 1328 }
1611 } 1329 }
1330
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1331 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1332 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1334 {
1616 pick_up (op, tmp); 1335 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1336 continue;
1620 } 1337 }
1621 } 1338 }
1622 } 1339 }
1623 1340
1624 /* misc stuff that's useful */ 1341 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1342 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1344 {
1628 pick_up (op, tmp); 1345 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1346 continue;
1632 } 1347 }
1633 1348
1634 /* any of the last 4 bits set means we use the ratio for value 1349 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1350 * pickups */
1657 continue; 1372 continue;
1658 } 1373 }
1659 } 1374 }
1660 } /* the new pickup model */ 1375 } /* the new pickup model */
1661 } 1376 }
1377
1662 return !stop; 1378 return !stop;
1663} 1379}
1664 1380
1665/* 1381/*
1666 * Find an arrow in the inventory and after that 1382 * Find an arrow in the inventory and after that
1668 * found object is returned. 1384 * found object is returned.
1669 */ 1385 */
1670object * 1386object *
1671find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1672{ 1388{
1673 object *tmp = NULL; 1389 object *tmp = 0;
1674 1390
1675 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1679 return op; 1395 return op;
1396
1680 return tmp; 1397 return tmp;
1681} 1398}
1682 1399
1683/* 1400/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * 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 1402 * 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 1403 * 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. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1405 */
1689
1690object * 1406object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1408{
1693 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1477 * op = the shooter
1762 * type = bow->race 1478 * type = bow->race
1763 * dir = fire direction 1479 * dir = fire direction
1764 */ 1480 */
1765
1766object * 1481object *
1767pick_arrow_target (object *op, const char *type, int dir) 1482pick_arrow_target (object *op, const char *type, int dir)
1768{ 1483{
1769 object *tmp = NULL; 1484 object *tmp = NULL;
1770 maptile *m; 1485 maptile *m;
1835 */ 1550 */
1836int 1551int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1552fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1553{
1839 object *left, *bow; 1554 object *left, *bow;
1840 int bowspeed, mflags; 1555 int mflags;
1841 maptile *m; 1556 maptile *m;
1842 1557
1843 if (!dir) 1558 if (!dir)
1844 { 1559 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1561 return 0;
1847 } 1562 }
1848 if (op->type == PLAYER) 1563
1849 bow = op->contr->ranges[range_bow]; 1564 if (op->contr)
1565 bow = op->current_weapon;
1850 else 1566 else
1851 { 1567 {
1852 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1575 if (!bow)
1860 { 1576 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1578 return 0;
1863 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1864 } 1588 }
1589
1865 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1866 { 1591 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1593 return 0;
1869 } 1594 }
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 1595
1879 if (arrow == NULL) 1596 if (arrow == NULL)
1880 { 1597 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1599 {
1883 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1601 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 */ 1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1603 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1888 return 0; 1606 return 0;
1889 } 1607 }
1890 } 1608 }
1609
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1611 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1612 return 0;
1895 } 1613
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1614 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1615 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1616 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1617 return 0;
1900 } 1618 }
1901 1619
1902 /* this should not happen, but sometimes does */ 1620 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1621 if (arrow->nrof == 0)
1904 { 1622 {
1905 remove_ob (arrow); 1623 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1624 return 0;
1908 } 1625 }
1909 1626
1910 left = arrow; /* these are arrows left to the player */ 1627 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1628 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1629 if (!arrow)
1913 { 1630 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1632 return 0;
1916 } 1633 }
1917 set_owner (arrow, op); 1634
1635 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1636 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1637 arrow->direction = dir;
1921 arrow->x = sx; 1638
1922 arrow->y = sy; 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642
1643 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying);
1645
1646 if (player *pl = op->contr)
1647 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp;
1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663#endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1668 /* update the speed */
1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1670 + bow->stats.dam / 7.0;
1671
1672 arrow->set_speed (max (arrow->speed, 2.0));
1673 arrow->speed_left = 0;
1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1676
1924 if (op->type == PLAYER) 1677 if (op->type == PLAYER)
1925 { 1678 {
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; 1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1680 wc -= dex_bonus[op->stats.Dex];
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1959 } 1686 }
1960 else 1687 else
1961 { 1688 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1689 arrow->level = op->level;
1964 } 1690 arrow->stats.wc -= bow->magic;
1965 1691
1966 if (arrow->attacktype == AT_PHYSICAL) 1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1967 arrow->attacktype |= bow->attacktype; 1695 arrow->attacktype |= bow->attacktype;
1696 }
1968 1697
1969 if (bow->slaying != NULL) 1698 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1700
1972 arrow->map = m; 1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1704
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1978 1707
1979 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1709 move_arrow (arrow);
1981 1710
1982 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
2002{ 1731{
2003 int ret = 0, wcmod = 0; 1732 int ret = 0, wcmod = 0;
2004 1733
2005 if (op->contr->bowtype == bow_bestarrow) 1734 if (op->contr->bowtype == bow_bestarrow)
2006 { 1735 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1737 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1739 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1741 wcmod = -1;
1742
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1744 }
2015 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
2016 { 1746 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1751 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1752 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1754 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); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1756 }
2028 else 1757 else
2029 { 1758 {
2030 /* Simple case */ 1759 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1761 }
1762
2033 return ret; 1763 return ret;
2034} 1764}
2035
2036 1765
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1766/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1767 * Broken apart from 'fire' to keep it more readable.
2039 */ 1768 */
2040void 1769void
2041fire_misc_object (object *op, int dir) 1770fire_misc_object (object *op, int dir)
2042{ 1771{
2043 object *item; 1772 object *item = op->contr->ranged_ob;
2044 1773
2045 if (!op->contr->ranges[range_misc]) 1774 if (!item)
2046 { 1775 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1777 return;
2049 } 1778 }
2050 1779
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1780 if (!item->inv)
2053 { 1781 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1783 return;
2056 } 1784 }
1785
1786 if (!op->change_weapon (item))
1787 return;
1788
2057 if (item->type == WAND) 1789 if (item->type == WAND)
2058 { 1790 {
2059 if (item->stats.food <= 0) 1791 if (item->stats.food <= 0)
2060 { 1792 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 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)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
2063 return; 1796 return;
2064 } 1797 }
2065 } 1798 }
2066 else if (item->type == ROD || item->type == HORN) 1799 else if (item->type == ROD || item->type == HORN)
2067 { 1800 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1802 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
2071 if (item->type == ROD) 1805 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)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1807 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1808 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1809
2075 return; 1810 return;
2076 } 1811 }
2077 } 1812 }
2078 1813
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1814 if (cast_spell (op, item, dir, item->inv, NULL))
2087 1822
2088 if (item->arch) 1823 if (item->arch)
2089 { 1824 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1825 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1826 item->face = item->arch->clone.face;
2092 item->speed = 0; 1827 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1828 }
1829
2095 if ((tmp = is_player_inv (item))) 1830 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1831 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1832 }
2098 } 1833 }
2099 else if (item->type == ROD || item->type == HORN) 1834 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1835 drain_rod_charge (item);
2102 }
2103 } 1836 }
2104} 1837}
2105 1838
2106/* Received a fire command for the player - go and do it. 1839/* Received a fire command for the player - go and do it.
2107 */ 1840 */
2112 1845
2113 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1847 if (action_makes_visible (op))
2115 make_visible (op); 1848 make_visible (op);
2116 1849
2117 switch (op->contr->shoottype) 1850 player *pl = op->contr;
1851
1852 if (pl->golem)
2118 { 1853 {
2119 case range_none: 1854 control_golem (op->contr->golem, dir);
2120 return; 1855 return;
1856 }
2121 1857
2122 case range_bow: 1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type)
1867 {
1868 case BOW:
2123 player_fire_bow (op, dir); 1869 player_fire_bow (op, dir);
2124 return; 1870 break;
2125 1871
2126 case range_magic: /* Casting spells */ 1872 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1874 break;
2129 1875
2130 case range_misc: 1876 case BUILDER:
1877 apply_map_builder (op, dir);
1878 break;
1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1883
1884 default:
2131 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
2132 return; 1886 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 } 1887 }
2161} 1888}
2162
2163
2164 1889
2165/* find_key 1890/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1891 * 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 1892 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1895 * pl is the player,
2171 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2174 */ 1899 */
2175
2176object * 1900object *
2177find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2178{ 1902{
2179 object *tmp, *key; 1903 object *tmp, *key;
2180 1904
2181 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1906 if (!container->inv)
2183 return NULL; 1907 return 0;
2184 1908
2185 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1911 {
2188 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1913 break;
2190 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2192 */ 1916 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1918 break;
2195 } 1919 }
1920
2196 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1922 /* 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 1923 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1924 * a key, return
2200 */ 1925 */
2201 if (!tmp) 1926 if (!tmp)
2202 { 1927 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1929 {
2205 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1932 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2209 return key; 1934 return key;
2210 } 1935 }
2211 } 1936 }
1937
2212 if (!tmp) 1938 if (!tmp)
2213 return NULL; 1939 return NULL;
2214 } 1940 }
1941
2215 /* We get down here if we have found a key. Now if its in a container, 1942 /* 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 1943 * see if we actually want to use it
2217 */ 1944 */
2218 if (pl != container) 1945 if (pl != container)
2219 { 1946 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 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)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1969 return NULL;
2243 } 1970 }
2244 } 1971 }
1972
2245 return tmp; 1973 return tmp;
2246} 1974}
2247 1975
2248/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1979 * 0 otherwise
2252 */ 1980 */
2253static int 1981static int
2254player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2255{ 1983{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* 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 - 1985 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2260 */ 1987 */
2261 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2264 if (key) 1991 if (key)
2265 { 1992 {
2266 object *container = key->env; 1993 object *container = key->env;
2267 1994
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2269 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2270 make_visible (op); 1998 make_visible (op);
1999
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2273 if (door->type == DOOR) 2003 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2278 { 2006 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 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 ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2281 } 2009 }
2010
2282 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2285 if (container != op) 2014 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2287 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2288 } 2018 }
2289 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2290 { 2020 {
2291 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2023 return 1;
2294 } 2024 }
2025
2295 return 0; 2026 return 0;
2296} 2027}
2297 2028
2298/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2303 */ 2034 */
2304
2305void 2035void
2306move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2307{ 2037{
2308 object *tmp, *mon; 2038 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2039 int on_battleground;
2311 maptile *m; 2040 maptile *m;
2312 2041
2313 nx = freearr_x[dir] + op->x; 2042 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2043 sint16 ny = freearr_y[dir] + op->y;
2315 2044
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2317 2046
2318 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * player. This is a pretty nasty hack, because if we could
2326 */ 2055 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328 { 2057 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2059 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2060 m = op->map->xy_find (nx, ny);
2332 if (!m) 2061 if (!m)
2333 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2334 } 2063 }
2335 else 2064 else
2336 m = op->map; 2065 m = op->map;
2337 2066
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 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; 2068 return;
2342 }
2343 2069
2344 mon = NULL; 2070 mon = 0;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2071 /* 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. 2072 * 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 2073 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2074 * on the space
2349 */ 2075 */
2350 while (tmp != NULL) 2076 while (tmp)
2351 { 2077 {
2352 if (tmp == op) 2078 if (tmp == op)
2353 { 2079 {
2354 tmp = tmp->above; 2080 tmp = tmp->above;
2355 continue; 2081 continue;
2365 mon = tmp; 2091 mon = tmp;
2366 2092
2367 tmp = tmp->above; 2093 tmp = tmp->above;
2368 } 2094 }
2369 2095
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2096 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2097 return; /* into a wall */
2372 2098
2373 if (mon->head != NULL) 2099 if (mon->head)
2374 mon = mon->head; 2100 mon = mon->head;
2375 2101
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon)) 2103 if (player_attack_door (op, mon))
2378 return; 2104 return;
2387 2113
2388 /* If the creature is a pet, push it even if the player is not 2114 /* 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 2115 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive. 2116 * player owns it and it is either friendly or unagressive.
2391 */ 2117 */
2392 if ((op->type == PLAYER) 2118 if (op->type == PLAYER
2393#if COZY_SERVER 2119 && ((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) 2120 && same_party (mon->owner->contr->party, op->contr->party))
2397#else 2121 || mon->owner == op)
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2123 {
2402 /* If we're braced, we don't want to switch places with it */ 2124 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2125 if (op->contr->braced)
2404 return; 2126 return;
2127
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2130 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2131 make_visible (op);
2132
2409 return; 2133 return;
2410 } 2134 }
2411 2135
2412 /* in certain circumstances, you shouldn't attack friendly 2136 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2137 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 2138 * someone, but put it inside this loop so that you won't
2415 * attack them either. 2139 * attack them either.
2416 */ 2140 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2141 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 2143 && ((op->contr->peaceful
2420 (op->contr->peaceful 2144 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2145 && !on_battleground))
2422 && mon->contr->
2423 peaceful)) &&
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2146 {
2429 if (!op->contr->braced) 2147 if (!op->contr->braced)
2430 { 2148 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2150 push_ob (mon, dir, op);
2433 } 2151 }
2434 else 2152 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2153 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2154
2438 if (op->contr->tmp_invis || op->hide) 2155 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2156 make_visible (op);
2440 } 2157 }
2441 2158
2442 /* If the object is a boulder or other rollable object, then 2159 /* 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 2170 * 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: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2174 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 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))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2177 {
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) 2178 if (!op->contr->has_hit)
2469 { 2179 {
2180 op->contr->has_hit = 1;
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2181 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 } 2182 }
2474 2183
2475 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2476 2185
2477 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2189 * the wiz.
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 { 2192 {
2484 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2485 2194
2486 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2489 } 2198 }
2199
2490 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2491 make_visible (op); 2201 make_visible (op);
2492 } 2202 }
2493 } /* if player should attack something */ 2203 } /* if player should attack something */
2494} 2204}
2496int 2206int
2497move_player (object *op, int dir) 2207move_player (object *op, int dir)
2498{ 2208{
2499 int pick; 2209 int pick;
2500 2210
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2212 return 0;
2503 2213
2504 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2506 { 2216 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2218 return 0;
2509 } 2219 }
2510 2220
2511 /* peterm: added following line */ 2221 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2224
2515 op->facing = dir; 2225 op->facing = dir;
2516 2226
2517 if (op->hide) 2227 if (op->hide)
2518 do_hidden_move (op); 2228 do_hidden_move (op);
2529 2239
2530 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2241 * server can handle repeat firing.
2532 */ 2242 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2244 op->direction = dir;
2536 }
2537 else 2245 else
2538 {
2539 op->direction = 0; 2246 op->direction = 0;
2540 } 2247
2541 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2250 * for players.
2544 */ 2251 */
2545 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2554 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2555 */ 2262 */
2556int 2263int
2557handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2558{ 2265{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2267 {
2581 flee_player (op); 2268 flee_player (op);
2269
2582 /* If player is still scared, that is his action for this tick */ 2270 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED)) 2271 if (op->flag [FLAG_SCARED])
2584 { 2272 {
2585 op->speed_left--; 2273 --op->speed_left;
2586 return 0; 2274 return 0;
2587 } 2275 }
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 } 2276 }
2601 2277
2602 /* call this here - we also will call this in do_ericserver, but 2278 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2279 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2280 * called, so we recheck it here.
2605 */ 2281 */
2606 HandleClient (&op->contr->socket, op->contr); 2282 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2283 return 1;
2609 2284
2285 if (op->speed_left > 0.f)
2286 {
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2288 {
2612 /* All move commands take 1 tick, at least for now */ 2289 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2290 --op->speed_left;
2614 2291
2615 /* Instead of all the stuff below, let move_player take care 2292 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in 2293 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff. 2294 * there, as well as the confusion stuff.
2618 */ 2295 */
2619 move_player (op, op->direction); 2296 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2297
2621 return 1; 2298 return op->speed_left > 0.f;
2622 else 2299 }
2623 return 0;
2624 } 2300 }
2301
2625 return 0; 2302 return 0;
2626} 2303}
2627 2304
2628int 2305int
2629save_life (object *op) 2306save_life (object *op)
2630{ 2307{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2308 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2309 return 0;
2635 2310
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2311 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2312 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2313 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2314 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)); 2315 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2316
2641 if (op->contr) 2317 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2318 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2319
2644 free_object (tmp); 2320 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2322
2646 if (op->stats.hp < 0) 2323 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2324 op->stats.hp = op->stats.maxhp;
2325
2648 if (op->stats.food < 0) 2326 if (op->stats.food < 0)
2649 op->stats.food = 999; 2327 op->stats.food = 999;
2650 fix_player (op); 2328
2329 op->update_stats ();
2651 return 1; 2330 return 1;
2652 } 2331 }
2332
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2333 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2334 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2335 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2336 return 0;
2657} 2337}
2662 * from. 2342 * from.
2663 */ 2343 */
2664void 2344void
2665remove_unpaid_objects (object *op, object *env) 2345remove_unpaid_objects (object *op, object *env)
2666{ 2346{
2667 object *next;
2668
2669 while (op) 2347 while (op)
2670 { 2348 {
2671 next = op->below; /* Make sure we have a good value, in case 2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2350
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2352 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2353 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2354 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2355
2356 op->insert_at (env);
2682 } 2357 }
2683 else if (op->inv) 2358 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2359 remove_unpaid_objects (op->inv, env);
2360
2685 op = next; 2361 op = next;
2686 } 2362 }
2687} 2363}
2688
2689 2364
2690/* 2365/*
2691 * Returns pointer a static string containing gravestone text 2366 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2367 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2368 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2379 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2381 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2382 else
2708 sprintf (buf, "%s\n", &op->name); 2383 sprintf (buf, "%s\n", &op->name);
2384
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2386 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2388 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2389 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2390 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2391
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2393 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2394 if (op->type == PLAYER)
2718 { 2395 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2396 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2397 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2398 strcat (buf2, buf);
2722 } 2399 }
2400
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2401 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2403 strcat (buf2, buf);
2404
2726 return buf2; 2405 return buf2;
2727} 2406}
2728
2729
2730 2407
2731void 2408void
2732do_some_living (object *op) 2409do_some_living (object *op)
2733{ 2410{
2734 int last_food = op->stats.food; 2411 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2417 int rate_grace = 2000;
2741 const int max_hp = 1; 2418 const int max_hp = 1;
2742 const int max_sp = 1; 2419 const int max_sp = 1;
2743 const int max_grace = 1; 2420 const int max_grace = 1;
2744 2421
2745 if (op->contr->outputs_sync) 2422 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 } 2423 {
2424 op->invisible = 1000;
2425 /* the socket code flashes the player visible/invisible
2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2431 }
2432 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433 {
2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2439 }
2751 2440
2752 if (op->contr->state == ST_PLAYING) 2441 if (op->contr->ns->state == ST_PLAYING)
2753 { 2442 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2443 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2444 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2445 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2446 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2447 else
2760 { 2448 {
2761 gen_hp = op->stats.maxhp; 2449 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2450 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2451 }
2452
2764 if (op->contr->gen_sp >= 0) 2453 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2454 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2455 else
2767 { 2456 {
2768 gen_sp = op->stats.maxsp; 2457 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2458 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2459 }
2460
2771 if (op->contr->gen_grace >= 0) 2461 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2463 else
2774 { 2464 {
2775 gen_grace = op->stats.maxgrace; 2465 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2467 }
2778 2468
2779 /* Regenerate Spell Points */ 2469 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2470 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2471 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2472 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) 2473 if (op->stats.sp < op->stats.maxsp)
2784 { 2474 {
2785 op->stats.sp++; 2475 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2483 op->stats.food = last_food;
2794 } 2484 }
2795 } 2485 }
2486
2796 if (max_sp > 1) 2487 if (max_sp > 1)
2797 { 2488 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2489 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2490 if (over_sp > 0)
2800 { 2491 {
2801 if (op->stats.sp < op->stats.maxsp) 2492 if (op->stats.sp < op->stats.maxsp)
2802 { 2493 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2497 op->stats.sp--;
2498
2806 if (op->stats.sp > op->stats.maxsp) 2499 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2500 op->stats.sp = op->stats.maxsp;
2808 } 2501 }
2809 op->last_sp = 0; 2502 op->last_sp = 0;
2810 } 2503 }
2811 else 2504 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2506 }
2816 else 2507 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2509 }
2821 2510
2822 /* Regenerate Grace */ 2511 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2512 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2513 if (--op->last_grace < 0)
2825 { 2514 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2515 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2516 op->stats.grace++; /* no penalty in food for regaining grace */
2517
2828 if (max_grace > 1) 2518 if (max_grace > 1)
2829 { 2519 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2520 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2521 if (over_grace > 0)
2832 { 2522 {
2860 op->stats.food += op->contr->digestion; 2550 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2551 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2552 op->stats.food = last_food;
2863 } 2553 }
2864 } 2554 }
2555
2865 if (max_hp > 1) 2556 if (max_hp > 1)
2866 { 2557 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2559 if (over_hp > 0)
2869 { 2560 {
2882 } 2573 }
2883 2574
2884 /* Digestion */ 2575 /* Digestion */
2885 if (--op->last_eat < 0) 2576 if (--op->last_eat < 0)
2886 { 2577 {
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; 2578 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2579
2894 if (op->contr->gen_hp > 0) 2580 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2582 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584
2898 /* dms do not consume food */ 2585 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2586 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2587 op->stats.food--;
2901 } 2588 }
2902 }
2903 2589
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2591 {
2906 object *tmp, *flesh = NULL; 2592 object *tmp, *flesh = 0;
2907 2593
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2594 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2595 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2596 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2597 {
2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2601 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2602 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2603 break;
2918 } 2604 }
2919 else if (tmp->type == FLESH) 2605 else if (tmp->type == FLESH)
2920 flesh = tmp; 2606 flesh = tmp;
2921 } /* End if paid for object */ 2607 } /* End if paid for object */
2922 } /* end of for loop */ 2608 } /* end of for loop */
2609
2923 /* If player is still starving, it means they don't have any food, so 2610 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2611 * eat flesh instead.
2925 */ 2612 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2614 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2616 manual_apply (op, flesh, 0);
2930 } 2617 }
2931 } /* end if player is starving */ 2618 }
2932 2619
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2620 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2621 op->stats.food++, op->stats.hp--;
2935 2622
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2624 kill_player (op);
2625 }
2938} 2626}
2939
2940
2941 2627
2942/* If the player should die (lack of hp, food, etc), we call this. 2628/* 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 2629 * 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 2630 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2631 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2661 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..."); 2662 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2663
2978 /* restore player */ 2664 /* restore player */
2979 at = archetype::find ("poisoning"); 2665 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2666 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2667 {
2983 remove_ob (tmp); 2668 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2669 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2670 }
2987 2671
2988 at = archetype::find ("confusion"); 2672 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2673 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2674 {
2992 remove_ob (tmp); 2675 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2677 }
2996 2678
2997 cure_disease (op, 0); /* remove any disease */ 2679 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2680 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2681 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2682 op->stats.food = 999;
3001 2683
3002 /* create a bodypart-trophy to make the winner happy */ 2684 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2685 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2686 {
3006 sprintf (buf, "%s's finger", &op->name); 2687 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2688 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2689 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2690 " 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); 2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2692 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2693 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2694 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2695 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2696 }
3017 2697
3018 /* teleport defeated player to new destination */ 2698 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2699 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2700 op->contr->braced = 0;
3025 2705
3026 command_kill_pets (op, 0); 2706 command_kill_pets (op, 0);
3027 2707
3028 if (op->stats.food < 0) 2708 if (op->stats.food < 0)
3029 { 2709 {
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); 2710 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2711 strcpy (op->contr->killer, "starvation");
3039 } 2712 }
3040 else 2713 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); 2714 sprintf (buf, "%s died.", &op->name);
3050 } 2715
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2717
3053 /* save the map location for corpse, gravestone */ 2718 /* save the map location for corpse, gravestone */
3054 x = op->x; 2719 x = op->x;
3055 y = op->y; 2720 y = op->y;
3056 map = op->map; 2721 map = op->map;
3057 2722
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2723 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2724 * 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. 2725 * See the config.h file for a little more in depth detail about this.
3064 */ 2726 */
3065 2727
3066 /* Basically two ways to go - remove a stat permanently, or just 2728 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2729 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2730 * of death.
3069 */ 2731 */
3070#ifndef COZY_SERVER 2732#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2733 if (settings.balanced_stat_loss)
3072 { 2734 {
3073 /* If stat loss is permanent, lose one stat only. */ 2735 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2736 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2737 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2738 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2739 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2740 little bit harder. */
3079 /* GD */ 2741 /* GD */
3080 if (settings.stat_loss_on_death) 2742 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2743 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2744 else
3086 { 2745 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2746 }
2747 else
3087 num_stats_lose = 1; 2748 num_stats_lose = 1;
3088 } 2749
3089 lost_a_stat = 0; 2750 lost_a_stat = 0;
3090 2751
3091 for (z = 0; z < num_stats_lose; z++) 2752 for (z = 0; z < num_stats_lose; z++)
3092 { 2753 {
3093 i = RANDOM () % NUM_STATS; 2754 i = RANDOM () % NUM_STATS;
3094 2755
3095 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3096 { 2757 {
3097 /* Pick a random stat and take a point off it. Tell the player 2758 /* Pick a random stat and take a point off it. Tell the player
3098 * what he lost. 2759 * what he lost.
3099 */ 2760 */
3100 change_attr_value (&(op->stats), i, -1); 2761 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2762 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2763 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2764 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2765 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1; 2766 lost_a_stat = 1;
2767 }
2768 else
2769 {
2770 /* deplete a stat */
2771 archetype *deparch = archetype::find ("depletion");
2772 object *dep;
2773
2774 dep = present_arch_in_ob (deparch, op);
2775 if (!dep)
2776 {
2777 dep = arch_to_object (deparch);
2778 insert_ob_in_ob (dep, op);
3106 } 2779 }
3107 else 2780 lose_this_stat = 1;
2781 if (settings.balanced_stat_loss)
3108 { 2782 {
3109 /* deplete a stat */ 2783 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2784 /* Get the stat that we're about to deplete. */
3111 object *dep; 2785 this_stat = get_attr_value (&(dep->stats), i);
3112 2786 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2787 {
3116 dep = arch_to_object (deparch); 2788 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2789 int keep_chance = this_stat * this_stat;
3118 } 2790
3119 lose_this_stat = 1; 2791 /* 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) 2792 if (keep_chance < 1)
2793 keep_chance = 1;
2794
2795 /* There is a maximum depletion total per level. */
2796 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2797 {
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; 2798 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2799 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2800 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 } 2801 }
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 */ 2802 else
3161 if (this_stat >= -50)
3162 { 2803 {
3163 change_attr_value (&(dep->stats), i, -1); 2804 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; 2805 lose_this_stat = 0;
2806 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807 this_stat, keep_chance, loss_chance,
2808 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2809 }
3169 } 2810 }
3170 } 2811 }
2812
2813 if (lose_this_stat)
2814 {
2815 this_stat = get_attr_value (&(dep->stats), i);
2816 /* We could try to do something clever like find another
2817 * stat to reduce if this fails. But chances are, if
2818 * stats have been depleted to -50, all are pretty low
2819 * and should be roughly the same, so it shouldn't make a
2820 * difference.
2821 */
2822 if (this_stat >= -50)
2823 {
2824 change_attr_value (&(dep->stats), i, -1);
2825 SET_FLAG (dep, FLAG_APPLIED);
2826 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2827 op->update_stats ();
2828 lost_a_stat = 1;
2829 }
3171 } 2830 }
2831 }
2832 }
3172 /* If no stat lost, tell the player. */ 2833 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2834 if (!lost_a_stat)
3174 { 2835 {
3175 /* determine_god() seems to not work sometimes... why is this? 2836 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2837 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2838 const char *god = determine_god (op);
3178 2839
3179 if (god && (strcmp (god, "none"))) 2840 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); 2841 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2842 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2843 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2844 }
2845#else
2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2847#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 2848
3187 /* Put a gravestone up where the character 'almost' died. List the 2849 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2850 * exp loss on the stone.
3189 */ 2851 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2852 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2853 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2854 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2855 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2856 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); 2857 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; 2858 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2859 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2860 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2861
3200 /**************************************/ 2862 /**************************************/
3201 /* */ 2863 /* */
3202 /* Subtract the experience points, */ 2864 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2865 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2866 /* food, and reset HP's... */
3205 /* */ 2867 /* */
3206
3207 /**************************************/ 2868 /**************************************/
3208 2869
3209 /* remove any poisoning and confusion the character may be suffering. */ 2870 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2871 /* restore player */
3211 at = archetype::find ("poisoning"); 2872 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
2874
3213 if (tmp) 2875 if (tmp)
3214 { 2876 {
3215 remove_ob (tmp); 2877 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2879 }
3219 2880
3220 at = archetype::find ("confusion"); 2881 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2882 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2883 if (tmp)
3223 { 2884 {
3224 remove_ob (tmp); 2885 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2887 }
2888
3228 cure_disease (op, 0); /* remove any disease */ 2889 cure_disease (op, 0); /* remove any disease */
3229 2890
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2891 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2892 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2893 if (op->stats.food < 100)
3233 op->stats.food = 900; 2894 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2895 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2898
3238 /* 2899 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2900 * 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 2901 * and put them back in the map.
3241 * in the map. 2902 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2903 remove_unpaid_objects (op->inv, op);
3246 2904
3247 /****************************************/ 2905 /****************************************/
3248 /* */ 2906 /* */
3249 /* Move player to his current respawn- */ 2907 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2908 /* position (usually last savebed) */
3251 /* */ 2909 /* */
3252
3253 /****************************************/ 2910 /****************************************/
3254 2911
3255 enter_player_savebed (op); 2912 enter_player_savebed (op);
3256 2913
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2914 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2915
3263 /* it is possible that the player has blown something up 2916 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2917 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2918 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2919 * on the space that might harm the player.
3267 */ 2920 */
3268 will_kill_again = 0; 2921 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2922 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2923 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2924 will_kill_again |= tmp->attacktype;
3273 } 2925
3274 if (will_kill_again) 2926 if (will_kill_again)
3275 { 2927 {
3276 object *force; 2928 object *force;
3277 int at; 2929 int at;
3278 2930
3279 force = get_archetype (FORCE_NAME); 2931 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2932 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2933 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2934 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2935 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2936 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2937 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2938 force->resist[at] = 100;
3288 } 2939
3289 insert_ob_in_ob (force, op); 2940 insert_ob_in_ob (force, op);
3290 fix_player (op); 2941 op->update_stats ();
3291 2942
3292 } 2943 }
3293 2944
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2945 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} 2946}
3363
3364 2947
3365void 2948void
3366loot_object (object *op) 2949loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2950{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2951 object *tmp, *tmp2, *next;
3369 2952
3370 if (op->container) 2953 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2954
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2955 for (tmp = op->inv; tmp; tmp = next)
3376 { 2956 {
3377 next = tmp->below; 2957 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2958
2959 if (tmp->invisible)
3379 continue; 2960 continue;
3380 remove_ob (tmp); 2961
2962 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2963 tmp->x = op->x, tmp->y = op->y;
2964
3382 if (tmp->type == CONTAINER) 2965 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2966 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2967
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2969 {
3388 if (tmp->nrof > 1) 2970 if (tmp->nrof > 1)
3389 { 2971 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2973 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2974 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2975 }
3394 else 2976 else
3395 free_object (tmp); 2977 tmp->destroy ();
3396 } 2978 }
3397 else 2979 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2981 }
3400} 2982}
3402/* 2984/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2985 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2986 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2987 * was changed.
3406 */ 2988 */
3407
3408void 2989void
3409fix_weight (void) 2990fix_weight (void)
3410{ 2991{
3411 player *pl; 2992 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2993 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2995
3417 if (old == sum) 2996 if (old == sum)
3418 continue; 2997 continue;
3419 fix_player (pl->ob); 2998 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2999 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 3000 }
3422} 3001}
3423 3002
3424void 3003void
3425fix_luck (void) 3004fix_luck (void)
3426{ 3005{
3427 player *pl; 3006 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3007 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3008 pl->ob->change_luck (0);
3432} 3009}
3433
3434 3010
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3011/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3012 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3013 * just treat this as any other spell casting object.
3438 */ 3014 */
3439
3440void 3015void
3441cast_dust (object *op, object *throw_ob, int dir) 3016cast_dust (object *op, object *throw_ob, int dir)
3442{ 3017{
3443 object *skop, *spob; 3018 object *skop, *spob;
3444 3019
3465 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3042
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3043 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3044
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3045 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3046}
3474 3047
3475void 3048void
3476make_visible (object *op) 3049make_visible (object *op)
3477{ 3050{
3480 if (op->type == PLAYER) 3053 if (op->type == PLAYER)
3481 { 3054 {
3482 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3056 op->contr->invis_race = 0;
3484 } 3057 }
3058
3485 update_object (op, UP_OBJ_FACE); 3059 update_object (op, UP_OBJ_CHANGE);
3486} 3060}
3487 3061
3488int 3062int
3489is_true_undead (object *op) 3063is_true_undead (object *op)
3490{ 3064{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3066 return 1;
3495 3067
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; 3068 return 0;
3502} 3069}
3503 3070
3504/* look at the surrounding terrain to determine 3071/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3072 * the hideability of this object. Positive levels
3561 3128
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3129 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3130
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3131 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3132 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3133 if (!skop || num >= skop->level)
3568 { 3134 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3135 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3136 make_visible (op);
3571 return; 3137 return;
3572 } 3138 }
3573 else 3139 else
3574 num += 20; 3140 num += 20;
3575 } 3141
3576 num += op->map->difficulty; 3142 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3143 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3144 num -= hide;
3145
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3147 {
3581 make_visible (op); 3148 make_visible (op);
3582 if (op->type == PLAYER) 3149 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3151 }
3585 else if (op->type == PLAYER && skop) 3152 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3153 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3154}
3590 3155
3591/* determine if who is standing near a hostile creature. */ 3156/* determine if who is standing near a hostile creature. */
3592 3157
3593int 3158int
3620 if (mflags & P_OUT_OF_MAP) 3185 if (mflags & P_OUT_OF_MAP)
3621 continue; 3186 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3187 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3188 continue;
3624 3189
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3190 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3191 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3192 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3193 return 1;
3629 else if (tmp->type == PLAYER) 3194 else if (tmp->type == PLAYER)
3630 { 3195 {
3660 if (pl->type != PLAYER) 3225 if (pl->type != PLAYER)
3661 { 3226 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3227 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3228 return -1;
3664 } 3229 }
3230
3665 if (!pl || !op) 3231 if (!pl || !op)
3666 return 0; 3232 return 0;
3667 3233
3668 if (op->head)
3669 {
3670 op = op->head; 3234 op = op->head_ ();
3671 } 3235
3672 get_rangevector (pl, op, &rv, 0x1); 3236 get_rangevector (pl, op, &rv, 0x1);
3673 3237
3674 /* starting with the 'head' part, lets loop 3238 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3239 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3240 * part that is in the los array but isnt on
3684 3248
3685 /* only the viewable area the player sees is updated by LOS 3249 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3250 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3251 * for any meaningful values.
3688 */ 3252 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3254 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3255 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3256 return 1;
3693 op = op->more; 3257 op = op->more;
3694 } 3258 }
3695 return 0; 3259 return 0;
3696} 3260}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3357 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3358 int i = 0, j = 0;
3795 3359
3796 /* get the appropriate treasurelist */ 3360 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3361 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3362 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3363 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3364 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3365 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3366 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3367 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3368 trlist = treasurelist::find ("dragon_ability_poison");
3805 3369
3806 if (trlist == NULL || who->type != PLAYER) 3370 if (trlist == NULL || who->type != PLAYER)
3807 return; 3371 return;
3808 3372
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3374
3811 if (tr == NULL || tr->item == NULL) 3375 if (!tr || !tr->item)
3812 { 3376 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3378 return;
3815 } 3379 }
3816 3380
3882 { 3446 {
3883 /* forces in the treasurelist can alter the player's stats */ 3447 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3448 object *skin;
3885 3449
3886 /* first get the dragon skin force */ 3450 /* first get the dragon skin force */
3451 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); 3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3453 ;
3454
3888 if (skin == NULL) 3455 if (!skin)
3889 return; 3456 return;
3890 3457
3891 /* adding new spellpath attunements */ 3458 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3459 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3460 {
3938 * not readied. 3505 * not readied.
3939 */ 3506 */
3940void 3507void
3941player_unready_range_ob (player *pl, object *ob) 3508player_unready_range_ob (player *pl, object *ob)
3942{ 3509{
3943 rangetype i; 3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3944 3512
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3513 if (pl->combat_ob == ob)
3946 { 3514 pl->combat_ob = 0;
3515
3947 if (pl->ranges[i] == ob) 3516 if (pl->ranged_ob == ob)
3948 { 3517 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3518}
3519
3520sint8
3521player::visibility_at (maptile *map, int x, int y) const
3522{
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537}

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