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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.118 by root, Mon Apr 30 04:25:30 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#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 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 */ 129 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 */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
175 size += strlen (buf); 144 size += strlen (buf);
176 } 145 }
177 } 146 }
178 147
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 151}
308 152
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
244 {
245 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point.
318 */
319 outputs_sync = 4;
320 outputs_count = 4;
321 unapply = unapply_nochoice;
322
323 savebed_map = first_map_path; /* Init. respawn position */
324
325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
319/* Tries to add player on the connection passwd in ns. 354/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 355 * All we can really get in this is some settings like host and display
321 * mode. 356 * mode.
322 */ 357 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 358player *
359player::create ()
360{
361 player *pl = new player;
328 362
329 p = get_player (NULL); 363 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 364
333 if (p->socket.faces_sent == NULL) 365 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
335 368
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 369 set_first_map (pl->ob);
344 370
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 371 return pl;
353} 372}
354 373
355/* 374/*
356 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
366 { 385 {
367 if (at == NULL || at->next == NULL) 386 if (at == NULL || at->next == NULL)
368 at = first_archetype; 387 at = first_archetype;
369 else 388 else
370 at = at->next; 389 at = at->next;
390
371 if (at->clone.type == PLAYER) 391 if (at->clone.type == PLAYER)
372 return at; 392 return at;
393
373 if (at == start) 394 if (at == start)
374 { 395 {
375 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 397 exit (-1);
377 } 398 }
378 } 399 }
379} 400}
380 401
381
382object * 402object *
383get_nearest_player (object *mon) 403get_nearest_player (object *mon)
384{ 404{
385 object *op = NULL; 405 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 406 objectlink *ol;
388 unsigned lastdist; 407 unsigned lastdist;
389 rv_vector rv; 408 rv_vector rv;
390 409
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 411 {
393 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 419 object *tmp = ol->ob;
401 420
402 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 422 * itself will have been cleared.
404 */ 423 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
406 ol = ol->next; 426 ol = ol->next;
407 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
408 if (!ol) 428 if (!ol)
409 return op; 429 return op;
410 } 430 }
423 { 443 {
424 op = ol->ob; 444 op = ol->ob;
425 lastdist = rv.distance; 445 lastdist = rv.distance;
426 } 446 }
427 } 447 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 448
429 { 449 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
434 { 452 {
435 op = pl->ob; 453 op = pl->ob;
436 lastdist = rv.distance; 454 lastdist = rv.distance;
437 } 455 }
438 } 456
439 }
440#if 0 457#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 459#endif
443 return op; 460 return op;
444} 461}
462 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 481 * is probably not a good thing.
465 */ 482 */
466#define MAX_SPACES 50 483#define MAX_SPACES 50
467
468 484
469/* 485/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 519 x = mon->x;
504 y = mon->y; 520 y = mon->y;
505 m = mon->map; 521 m = mon->map;
506 dir = rv.direction; 522 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
509 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 527 if (diff > max)
511 return 0; 528 return 0;
529
512 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
513 { 531 {
514 lastx = x; 532 lastx = x;
515 lasty = y; 533 lasty = y;
516 lastmap = m; 534 lastmap = m;
598 max--; 616 max--;
599 lastdir = dir; 617 lastdir = dir;
600 if (!firstdir) 618 if (!firstdir)
601 firstdir = dir; 619 firstdir = dir;
602 } 620 }
621
603 if (diff <= 1) 622 if (diff <= 1)
604 { 623 {
605 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 625 * headed toward player for entire distance.
607 */ 626 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 629 }
630
611 if (diff > max) 631 if (diff > max)
612 return 0; 632 return 0;
613 } 633 }
634
614 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
615 if (!max) 636 if (!max)
616 return 0; 637 return 0;
617 638
618 return firstdir; 639 return firstdir;
711 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
712 link_player_skills (pl); 733 link_player_skills (pl);
713} 734}
714 735
715void 736void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
800{ 738{
801 if (party == NULL) 739 if (party == NULL)
802 { 740 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 742 return;
805 } 743 }
744
806 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 749}
811
812 750
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 752static int
815roll_stat (void) 753roll_stat (void)
816{ 754{
817 int a[4], i, j, k; 755 int a[4], i, j, k;
818 756
819 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
821 759
822 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 761 if (a[i] < k)
824 k = a[i], j = i; 762 k = a[i], j = i;
825 763
826 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 765 if (i != j)
829 k += a[i]; 766 k += a[i];
830 } 767
831 return k; 768 return k;
832} 769}
833 770
834void 771void
835roll_stats (object *op) 772object::roll_stats ()
836{ 773{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 774 int statsort [7];
840 775
841 do 776 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 777 {
852 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
853 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
854 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 788
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 789 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
887 796
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 797 stats.exp = 0;
899 op->stats.ac = 0; 798 stats.ac = 0;
900 799
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 800 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
909 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
910} 812}
911 813
912void 814void
913Roll_Again (object *op) 815object::swap_stats (int a, int b)
914{ 816{
915 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 820
920void 821 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
922{ 853{
923 signed char tmp;
924 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
925 855
926 if (op->contr->Swap_First == -1) 856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 860}
1041 861
1042/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1046 * not the class. 866 * not the class.
1047 */ 867 */
1048 868void
1049int 869player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 870{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 873
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 875 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
1070 877
1071 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1073 880
1074 op->contr->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1075 882
1076 if (op->msg) 883 if (ob->msg)
1077 op->msg = NULL; 884 ob->msg = 0;
1078 885
1079 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
1080 * to save here. 887 * to save here.
1081 */ 888 */
889 {
890 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1084 894
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 895 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 898 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1093 fix_player (op); 900 ob->update_stats ();
1094 901
1095 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1096 * is one for this race 903 * is one for this race
1097 */ 904 */
1098 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1099 { 906 {
1100 object *tmp; 907 object *tmp;
1101 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1102 909
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = object::create (); 911 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1110 * default initial map */ 917 * default initial map */
1111 tmp->destroy (); 918 tmp->destroy ();
1112 } 919 }
1113 else 920 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 922}
1117 return 0;
1118 }
1119 923
924void
925player::chargen_race_next ()
926{
1120 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1122 */ 929 */
1123 930
1124 tmp_loop = 0; 931 do
1125 while (!tmp_loop)
1126 { 932 {
1127 shstr name = op->name; 933 shstr name = ob->name;
1128 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1129 935
1130 remove_statbonus (op); 936 ob->remove_statbonus ();
1131 op->remove (); 937 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 940 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1137 op->x = x; 943 ob->x = x;
1138 op->y = y; 944 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 948 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 949 }
950 while (!allowed_class (ob));
1145 951
1146 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 954 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 957 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} 958}
1208 959
1209void 960void
1210flee_player (object *op) 961flee_player (object *op)
1211{ 962{
1241 { 992 {
1242 op->enemy = NULL; 993 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 995 return;
1245 } 996 }
997
1246 get_rangevector (op, op->enemy, &rv, 0); 998 get_rangevector (op, op->enemy, &rv, 0);
1247 999
1248 dir = absdir (4 + rv.direction); 1000 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1001 for (diff = 0; diff < 3; diff++)
1250 { 1002 {
1251 int m = 1 - (RANDOM () & 2); 1003 int m = 1 - (RANDOM () & 2);
1252 1004
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1006 return;
1256 }
1257 } 1007 }
1008
1258 /* Cornered, get rid of scared */ 1009 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1011 op->enemy = NULL;
1261} 1012}
1262 1013
1268int 1019int
1269check_pick (object *op) 1020check_pick (object *op)
1270{ 1021{
1271 object *tmp, *next; 1022 object *tmp, *next;
1272 int stop = 0; 1023 int stop = 0;
1273 int j, k, wvratio; 1024 int wvratio;
1274 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1275 1026
1276 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1278 return 1; 1029 return 1;
1279 1030
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 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)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1101 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 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)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 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 } 1106 }
1107
1384 /* philosophy: 1108 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1109 * 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 1110 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1113 * example.
1390 * The drawback: right now it has no frontend, so you need to 1114 * 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 1115 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1367 * found object is returned.
1644 */ 1368 */
1645object * 1369object *
1646find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1647{ 1371{
1648 object *tmp = NULL; 1372 object *tmp = 0;
1649 1373
1650 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1654 return op; 1378 return op;
1379
1655 return tmp; 1380 return tmp;
1656} 1381}
1657 1382
1658/* 1383/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1388 */
1664
1665object * 1389object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1391{
1668 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1818 if (!dir) 1542 if (!dir)
1819 { 1543 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1545 return 0;
1822 } 1546 }
1547
1823 if (op->type == PLAYER) 1548 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1549 bow = op->contr->ranged_ob;
1825 else 1550 else
1826 { 1551 {
1827 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1559 if (!bow)
1835 { 1560 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1562 return 0;
1838 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1839 } 1572 }
1573
1840 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1841 { 1575 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1577 return 0;
1844 } 1578 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1581
1848 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1851 if (bowspeed < 1) 1586 if (bowspeed < 1)
1852 bowspeed = 1; 1587 bowspeed = 1;
1853 1588
1854 if (arrow == NULL) 1589 if (arrow == NULL)
1855 { 1590 {
1858 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1596 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1598
1863 return 0; 1599 return 0;
1864 } 1600 }
1865 } 1601 }
1602
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1604 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1605 return 0;
1870 } 1606
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1607 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1608 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1609 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1610 return 0;
1875 } 1611 }
1881 return 0; 1617 return 0;
1882 } 1618 }
1883 1619
1884 left = arrow; /* these are arrows left to the player */ 1620 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1621 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1622 if (!arrow)
1887 { 1623 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1625 return 0;
1890 } 1626 }
1627
1891 arrow->set_owner (op); 1628 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1629 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1630 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1631
1898 if (op->type == PLAYER) 1632 if (op->type == PLAYER)
1899 { 1633 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1635 op->update_stats ();
1902 } 1636 }
1903 1637
1904 SET_ANIMATION (arrow, arrow->direction); 1638 SET_ANIMATION (arrow, arrow->direction);
1639
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1641 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1642 arrow->stats.grace = arrow->attacktype;
1643
1908 if (arrow->slaying != NULL) 1644 if (arrow->slaying)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1910 1646
1911 /* Note that this was different for monsters - they got their level 1647 arrow->stats.dam += op->stats.dam + arrow->magic;
1912 * added to the damage. I think the strength bonus is more proper.
1913 */
1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916 1648
1917 /* update the speed */ 1649 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1650 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1652
1921 if (arrow->speed < 1.0) 1653 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1654 arrow->speed_left = 0;
1925 1655
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657
1926 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1927 { 1659 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931
1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1662
1663 if (!arrow->slaying)
1664 arrow->slaying = op->slaying;
1933 } 1665 }
1934 else 1666 else
1935 { 1667 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1668 arrow->level = op->level;
1938 } 1669 arrow->stats.wc -= bow->magic;
1939 1670
1940 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673 }
1674
1675 arrow->stats.wc -= arrow->level;
1676
1941 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1942 1678
1943 if (bow->slaying != NULL)
1944 arrow->slaying = bow->slaying;
1945
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1679 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1681
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1683 m->insert (arrow, sx, sy, op);
1952 1684
1953 if (!arrow->destroyed ()) 1685 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1686 move_arrow (arrow);
1955 1687
1956 if (op->type == PLAYER) 1688 if (op->type == PLAYER)
1976{ 1708{
1977 int ret = 0, wcmod = 0; 1709 int ret = 0, wcmod = 0;
1978 1710
1979 if (op->contr->bowtype == bow_bestarrow) 1711 if (op->contr->bowtype == bow_bestarrow)
1980 { 1712 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1713 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1714 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1715 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1716 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1717 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1718 wcmod = -1;
1719
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1720 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1721 }
1989 else if (op->contr->bowtype == bow_threewide) 1722 else if (op->contr->bowtype == bow_threewide)
1990 { 1723 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1724 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2012 * Broken apart from 'fire' to keep it more readable. 1745 * Broken apart from 'fire' to keep it more readable.
2013 */ 1746 */
2014void 1747void
2015fire_misc_object (object *op, int dir) 1748fire_misc_object (object *op, int dir)
2016{ 1749{
2017 object *item; 1750 object *item = op->contr->ranged_ob;
2018 1751
2019 if (!op->contr->ranges[range_misc]) 1752 if (!item)
2020 { 1753 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1754 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1755 return;
2023 } 1756 }
2024 1757
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1758 if (!item->inv)
2027 { 1759 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1760 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1761 return;
2030 } 1762 }
1763
2031 if (item->type == WAND) 1764 if (item->type == WAND)
2032 { 1765 {
2033 if (item->stats.food <= 0) 1766 if (item->stats.food <= 0)
2034 { 1767 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2061 1794
2062 if (item->arch) 1795 if (item->arch)
2063 { 1796 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1797 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1798 item->face = item->arch->clone.face;
2066 item->speed = 0; 1799 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1800 }
1801
2069 if ((tmp = is_player_inv (item))) 1802 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1803 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1804 }
2072 } 1805 }
2073 else if (item->type == ROD || item->type == HORN) 1806 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1807 drain_rod_charge (item);
2076 }
2077 } 1808 }
2078} 1809}
2079 1810
2080/* Received a fire command for the player - go and do it. 1811/* Received a fire command for the player - go and do it.
2081 */ 1812 */
2086 1817
2087 /* check for loss of invisiblity/hide */ 1818 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2089 make_visible (op); 1820 make_visible (op);
2090 1821
2091 switch (op->contr->shoottype) 1822 player *pl = op->contr;
2092 { 1823
2093 case range_none: 1824 object *skill = pl->ranged_skill;
1825 object *rob = pl->ranged_ob;
1826
1827 if (!skill)
2094 return; 1828 return;
2095 1829
2096 case range_bow: 1830 if (pl->golem)
1831 control_golem (op->contr->golem, dir);
1832 else if (skill->type == SKILL)
1833 {
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW)
2097 player_fire_bow (op, dir); 1835 player_fire_bow (op, dir);
2098 return; 1836 else if (rob && rob->type == SPELL) /* Casting spells */
2099
2100 case range_magic: /* Casting spells */
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return;
2103
2104 case range_misc:
2105 fire_misc_object (op, dir);
2106 return;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else 1838 else
2115 control_golem (op->contr->ranges[range_golem], dir); 1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
2116 return; 1840 &skill->name, rob ? &rob->name : "(null)");
2117 1841 }
2118 case range_skill: 1842 else if (skill == op)
2119 if (!op->chosen_skill) 1843 {
1844 if (!rob)
2120 { 1845 {
2121 if (op->type == PLAYER) 1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return; 1847 return;
2124 } 1848 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849
2126 return; 1850 if (rob->type == BUILDER)
2127 case range_builder:
2128 apply_map_builder (op, dir); 1851 apply_map_builder (op, dir);
2129 return; 1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL)
2130 default: 1853 do_skill (op, op, rob, dir, NULL);
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1854 else
2132 return; 1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage
2133 } 1856 }
2134} 1857}
2135
2136
2137 1858
2138/* find_key 1859/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1864 * pl is the player,
2144 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
2147 */ 1868 */
2148
2149object * 1869object *
2150find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
2151{ 1871{
2152 object *tmp, *key; 1872 object *tmp, *key;
2153 1873
2154 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1875 if (!container->inv)
2156 return NULL; 1876 return 0;
2157 1877
2158 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1880 {
2161 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1882 break;
2163 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
2165 */ 1885 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1887 break;
2168 } 1888 }
1889
2169 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1891 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1892 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1893 * a key, return
2173 */ 1894 */
2174 if (!tmp) 1895 if (!tmp)
2175 { 1896 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1898 {
2178 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1901 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
2182 return key; 1903 return key;
2183 } 1904 }
2184 } 1905 }
1906
2185 if (!tmp) 1907 if (!tmp)
2186 return NULL; 1908 return NULL;
2187 } 1909 }
1910
2188 /* We get down here if we have found a key. Now if its in a container, 1911 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1912 * see if we actually want to use it
2190 */ 1913 */
2191 if (pl != container) 1914 if (pl != container)
2192 { 1915 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1938 return NULL;
2216 } 1939 }
2217 } 1940 }
1941
2218 return tmp; 1942 return tmp;
2219} 1943}
2220 1944
2221/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1948 * 0 otherwise
2225 */ 1949 */
2226static int 1950static int
2227player_attack_door (object *op, object *door) 1951player_attack_door (object *op, object *door)
2228{ 1952{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1953 /* If its a door, try to find a use a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1954 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
2233 */ 1956 */
2234 object *key = find_key (op, op, door); 1957 object *key = find_key (op, op, door);
2237 if (key) 1960 if (key)
2238 { 1961 {
2239 object *container = key->env; 1962 object *container = key->env;
2240 1963
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965
2242 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2243 make_visible (op); 1967 make_visible (op);
1968
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2246 if (door->type == DOOR) 1972 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2251 { 1975 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1978 }
1979
2255 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2258 if (container != op) 1983 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2260 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2261 } 1987 }
2262 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2263 { 1989 {
2264 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 1992 return 1;
2267 } 1993 }
1994
2268 return 0; 1995 return 0;
2269} 1996}
2270 1997
2271/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2000 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2001 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2002 * going to try and move (not fire weapons).
2276 */ 2003 */
2277
2278void 2004void
2279move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2280{ 2006{
2281 object *tmp, *mon; 2007 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2008 int on_battleground;
2284 maptile *m; 2009 maptile *m;
2285 2010
2286 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2288 2013
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2290 2015
2291 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2299 */ 2024 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2026 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2028 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2305 if (!m) 2030 if (!m)
2306 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2307 } 2032 }
2308 else 2033 else
2309 m = op->map; 2034 m = op->map;
2310 2035
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return; 2037 return;
2315 }
2316 2038
2317 mon = NULL; 2039 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2043 * on the space
2322 */ 2044 */
2323 while (tmp != NULL) 2045 while (tmp)
2324 { 2046 {
2325 if (tmp == op) 2047 if (tmp == op)
2326 { 2048 {
2327 tmp = tmp->above; 2049 tmp = tmp->above;
2328 continue; 2050 continue;
2338 mon = tmp; 2060 mon = tmp;
2339 2061
2340 tmp = tmp->above; 2062 tmp = tmp->above;
2341 } 2063 }
2342 2064
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2066 return; /* into a wall */
2345 2067
2346 if (mon->head != NULL) 2068 if (mon->head)
2347 mon = mon->head; 2069 mon = mon->head;
2348 2070
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2351 return; 2073 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2096 {
2375 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2098 if (op->contr->braced)
2377 return; 2099 return;
2100
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2104 make_visible (op);
2105
2382 return; 2106 return;
2383 } 2107 }
2384 2108
2385 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2112 * attack them either.
2389 */ 2113 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2117 (op->contr->peaceful
2394 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2395 && mon->contr-> 2119 && mon->contr->
2396 peaceful)) && 2120 peaceful)) &&
2397#else 2121#else
2398 op->contr->peaceful && 2122 op->contr->peaceful &&
2399#endif 2123#endif
2400 !on_battleground)) 2124 !on_battleground))
2401 { 2125 {
2402 if (!op->contr->braced) 2126 if (!op->contr->braced)
2403 { 2127 {
2404 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);
2405 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2406 } 2130 }
2407 else 2131 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2133
2411 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2135 make_visible (op);
2413 } 2136 }
2414 2137
2415 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2426 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2153 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2156 {
2435 2157
2436 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2166
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2168 }
2447 2169
2448 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2449 2171
2450 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2175 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2178 {
2457 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2458 2180
2459 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2462 } 2184 }
2185
2463 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2464 make_visible (op); 2187 make_visible (op);
2465 } 2188 }
2466 } /* if player should attack something */ 2189 } /* if player should attack something */
2467} 2190}
2469int 2192int
2470move_player (object *op, int dir) 2193move_player (object *op, int dir)
2471{ 2194{
2472 int pick; 2195 int pick;
2473 2196
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2198 return 0;
2476 2199
2477 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2479 { 2202 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2204 return 0;
2482 } 2205 }
2483 2206
2484 /* peterm: added following line */ 2207 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2210
2488 op->facing = dir; 2211 op->facing = dir;
2489 2212
2490 if (op->hide) 2213 if (op->hide)
2491 do_hidden_move (op); 2214 do_hidden_move (op);
2502 2225
2503 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2227 * server can handle repeat firing.
2505 */ 2228 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2230 op->direction = dir;
2509 }
2510 else 2231 else
2511 {
2512 op->direction = 0; 2232 op->direction = 0;
2513 } 2233
2514 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2236 * for players.
2517 */ 2237 */
2518 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2528 */ 2248 */
2529int 2249int
2530handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2531{ 2251{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2253 {
2554 flee_player (op); 2254 flee_player (op);
2555 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2257 {
2558 op->speed_left--; 2258 op->speed_left--;
2559 return 0; 2259 return 0;
2560 } 2260 }
2561 } 2261 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2262
2571 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2265 * called, so we recheck it here.
2574 */ 2266 */
2575 HandleClient (&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2576 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2577 return 0; 2271 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2273 {
2581 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2275 op->speed_left--;
2583 2276
2584 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2587 */ 2280 */
2588 move_player (op, op->direction); 2281 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2282
2590 return 1; 2283 return op->speed_left > 0;
2591 else 2284 }
2592 return 0;
2593 } 2285 }
2286
2594 return 0; 2287 return 0;
2595} 2288}
2596 2289
2597int 2290int
2598save_life (object *op) 2291save_life (object *op)
2599{ 2292{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2294 return 0;
2604 2295
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2298 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2301
2618 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2619 2310
2620 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2621 op->stats.food = 999; 2312 op->stats.food = 999;
2622 2313
2623 fix_player (op); 2314 op->update_stats ();
2624 return 1; 2315 return 1;
2625 } 2316 }
2317
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2321 return 0;
2630} 2322}
2635 * from. 2327 * from.
2636 */ 2328 */
2637void 2329void
2638remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2639{ 2331{
2640 object *next;
2641
2642 while (op) 2332 while (op)
2643 { 2333 {
2644 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2335
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2337 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2655 } 2342 }
2656 else if (op->inv) 2343 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2658 op = next; 2346 op = next;
2659 } 2347 }
2660} 2348}
2661
2662 2349
2663/* 2350/*
2664 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2367 else
2681 sprintf (buf, "%s\n", &op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2371 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2374 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2378 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2691 { 2380 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2383 strcat (buf2, buf);
2695 } 2384 }
2385
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2699 return buf2; 2390 return buf2;
2700} 2391}
2701
2702
2703 2392
2704void 2393void
2705do_some_living (object *op) 2394do_some_living (object *op)
2706{ 2395{
2707 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2402 int rate_grace = 2000;
2714 const int max_hp = 1; 2403 const int max_hp = 1;
2715 const int max_sp = 1; 2404 const int max_sp = 1;
2716 const int max_grace = 1; 2405 const int max_grace = 1;
2717 2406
2718 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2724 2425
2725 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2726 { 2427 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2432 else
2733 { 2433 {
2734 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2436 }
2437
2737 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2440 else
2740 { 2441 {
2741 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2444 }
2445
2744 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2448 else
2747 { 2449 {
2748 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2452 }
2751 2453
2752 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2456 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2757 { 2459 {
2758 op->stats.sp++; 2460 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2468 op->stats.food = last_food;
2767 } 2469 }
2768 } 2470 }
2471
2769 if (max_sp > 1) 2472 if (max_sp > 1)
2770 { 2473 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2475 if (over_sp > 0)
2773 { 2476 {
2774 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2775 { 2478 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2482 op->stats.sp--;
2483
2779 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2781 } 2486 }
2782 op->last_sp = 0; 2487 op->last_sp = 0;
2783 } 2488 }
2784 else 2489 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2491 }
2789 else 2492 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2494 }
2794 2495
2795 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2798 { 2499 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2801 if (max_grace > 1) 2503 if (max_grace > 1)
2802 { 2504 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2506 if (over_grace > 0)
2805 { 2507 {
2833 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2537 op->stats.food = last_food;
2836 } 2538 }
2837 } 2539 }
2540
2838 if (max_hp > 1) 2541 if (max_hp > 1)
2839 { 2542 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2544 if (over_hp > 0)
2842 { 2545 {
2866 2569
2867 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2572 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2871 /* dms do not consume food */ 2575 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2577 op->stats.food--;
2874 } 2578 }
2875 }
2876 2579
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2581 {
2879 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2880 2583
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2585 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2593 break;
2891 } 2594 }
2892 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2893 flesh = tmp; 2596 flesh = tmp;
2894 } /* End if paid for object */ 2597 } /* End if paid for object */
2895 } /* end of for loop */ 2598 } /* end of for loop */
2599
2896 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2601 * eat flesh instead.
2898 */ 2602 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2604 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2903 } 2607 }
2904 } /* end if player is starving */ 2608 }
2905 2609
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2908 2612
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2614 kill_player (op);
2615 }
2911} 2616}
2912
2913
2914 2617
2915/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2621 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2653
2951 /* restore player */ 2654 /* restore player */
2952 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2657 {
2956 tmp->destroy (); 2658 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2660 }
2959 2661
2960 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2664 {
2964 tmp->destroy (); 2665 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2667 }
2967 2668
2969 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2672 op->stats.food = 999;
2972 2673
2973 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2676 {
2977 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2678 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2682 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2686 }
2988 2687
2989 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2690 op->contr->braced = 0;
2996 2695
2997 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2998 2697
2999 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
3000 { 2699 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3010 } 2702 }
3011 else 2703 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3021 } 2705
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2707
3024 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3025 x = op->x; 2709 x = op->x;
3026 y = op->y; 2710 y = op->y;
3027 map = op->map; 2711 map = op->map;
3028 2712
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3035 */ 2716 */
3036 2717
3037 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2720 * of death.
3040 */ 2721 */
3041#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3043 { 2724 {
3044 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2727 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2730 little bit harder. */
3050 /* GD */ 2731 /* GD */
3051 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2733 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2734 else
3057 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3058 num_stats_lose = 1; 2738 num_stats_lose = 1;
3059 } 2739
3060 lost_a_stat = 0; 2740 lost_a_stat = 0;
3061 2741
3062 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3063 { 2743 {
3064 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3065 2745
3066 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3067 { 2747 {
3068 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2749 * what he lost.
3070 */ 2750 */
3071 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3077 } 2769 }
3078 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3079 { 2772 {
3080 /* deplete a stat */ 2773 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3082 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3083 2776 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2777 {
3087 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3089 } 2780
3090 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2787 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2788 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2790 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2791 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2792 else
3132 if (this_stat >= -50)
3133 { 2793 {
3134 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2799 }
3140 } 2800 }
3141 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3142 } 2820 }
2821 }
2822 }
3143 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2824 if (!lost_a_stat)
3145 { 2825 {
3146 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3149 2829
3150 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2832 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2834 }
3155#else 2835#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2837#endif
3158 2838
3159 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2840 * exp loss on the stone.
3161 */ 2841 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2844 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3167 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2847 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3168 tmp->msg = buf; 2848 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2851
3172 /**************************************/ 2852 /**************************************/
3173 /* */ 2853 /* */
3174 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3177 /* */ 2857 /* */
3178 /**************************************/ 2858 /**************************************/
3179 2859
3180 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2861 /* restore player */
3182 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3184 2864
3185 if (tmp) 2865 if (tmp)
3186 { 2866 {
3187 tmp->destroy (); 2867 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2869 }
3190 2870
3191 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2873 if (tmp)
3194 { 2874 {
3195 tmp->destroy (); 2875 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2877 }
3198 2878
3199 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3200 2880
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3204 op->stats.food = 900; 2884 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2888
3209 /* 2889 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3212 * in the map. 2892 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3217 2894
3218 /****************************************/ 2895 /****************************************/
3219 /* */ 2896 /* */
3220 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3222 /* */ 2899 /* */
3223 /****************************************/ 2900 /****************************************/
3224 2901
3225 enter_player_savebed (op); 2902 enter_player_savebed (op);
3226 2903
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2904 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2905
3233 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2909 * on the space that might harm the player.
3237 */ 2910 */
3238 will_kill_again = 0; 2911 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3242 2915
3243 if (will_kill_again) 2916 if (will_kill_again)
3244 { 2917 {
3245 object *force; 2918 object *force;
3246 int at; 2919 int at;
3247 2920
3248 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2923 force->speed = 0.1;
3251 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2928 force->resist[at] = 100;
3256 2929
3257 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3258 fix_player (op); 2931 op->update_stats ();
3259 2932
3260 } 2933 }
3261 2934
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2936}
3331
3332 2937
3333void 2938void
3334loot_object (object *op) 2939loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3337 2942
3338 if (op->container) 2943 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2944
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3344 { 2946 {
3345 next = tmp->below; 2947 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3347 continue; 2950 continue;
2951
3348 tmp->remove (); 2952 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3350 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2957
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2959 {
3356 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3357 { 2961 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2963 tmp2->destroy ();
3370/* 2974/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2977 * was changed.
3374 */ 2978 */
3375
3376void 2979void
3377fix_weight (void) 2980fix_weight (void)
3378{ 2981{
3379 player *pl; 2982 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2983 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2985
3385 if (old == sum) 2986 if (old == sum)
3386 continue; 2987 continue;
3387 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2990 }
3390} 2991}
3391 2992
3392void 2993void
3393fix_luck (void) 2994fix_luck (void)
3394{ 2995{
3395 player *pl; 2996 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3400} 2999}
3401
3402 3000
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3406 */ 3004 */
3407
3408void 3005void
3409cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3410{ 3007{
3411 object *skop, *spob; 3008 object *skop, *spob;
3412 3009
3446 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3447 { 3044 {
3448 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3450 } 3047 }
3048
3451 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3452} 3050}
3453 3051
3454int 3052int
3455is_true_undead (object *op) 3053is_true_undead (object *op)
3456{ 3054{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3056 return 1;
3461 3057
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3058 return 0;
3468} 3059}
3469 3060
3470/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3527 3118
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3120
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3534 { 3124 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3126 make_visible (op);
3537 return; 3127 return;
3538 } 3128 }
3539 else 3129 else
3540 num += 20; 3130 num += 20;
3541 } 3131
3542 num += op->map->difficulty; 3132 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3134 num -= hide;
3135
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3137 {
3547 make_visible (op); 3138 make_visible (op);
3548 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3141 }
3551 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3144}
3556 3145
3557/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3558 3147
3559int 3148int
3586 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3587 continue; 3176 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3178 continue;
3590 3179
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3181 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3183 return 1;
3595 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3596 { 3185 {
3626 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3627 { 3216 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3218 return -1;
3630 } 3219 }
3220
3631 if (!pl || !op) 3221 if (!pl || !op)
3632 return 0; 3222 return 0;
3633 3223
3634 if (op->head)
3635 {
3636 op = op->head; 3224 op = op->head_ ();
3637 } 3225
3638 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3639 3227
3640 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3229 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3650 3238
3651 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3241 * for any meaningful values.
3654 */ 3242 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3246 return 1;
3659 op = op->more; 3247 op = op->more;
3660 } 3248 }
3661 return 0; 3249 return 0;
3662} 3250}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3348 int i = 0, j = 0;
3761 3349
3762 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3771 3359
3772 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3773 return; 3361 return;
3774 3362
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3364
3777 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3778 { 3366 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3368 return;
3781 } 3369 }
3782 3370
3848 { 3436 {
3849 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3438 object *skin;
3851 3439
3852 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3854 if (skin == NULL) 3445 if (!skin)
3855 return; 3446 return;
3856 3447
3857 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3450 {
3904 * not readied. 3495 * not readied.
3905 */ 3496 */
3906void 3497void
3907player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3908{ 3499{
3909 rangetype i; 3500 if (pl->combat_ob == ob)
3910
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3912 {
3913 if (pl->ranges[i] == ob)
3914 {
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 } 3501 {
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0;
3504 }
3505
3506 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0;
3510 }
3922} 3511}
3512
3513sint8
3514player::visibility_at (maptile *map, int x, int y) const
3515{
3516 if (!ns)
3517 return 0;
3518
3519 int dx, dy;
3520 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3521 return 0;
3522
3523 x += dx - ns->current_x + ns->mapx / 2;
3524 y += dy - ns->current_y + ns->mapy / 2;
3525
3526 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3527 return 0;
3528
3529 return 100 - blocked_los [x][y];
3530}

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