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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 1.120 by root, Thu May 3 09:39:56 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_ob = ranged_ob = 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;
1735 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1460 * op = the shooter
1737 * type = bow->race 1461 * type = bow->race
1738 * dir = fire direction 1462 * dir = fire direction
1739 */ 1463 */
1740
1741object * 1464object *
1742pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1743{ 1466{
1744 object *tmp = NULL; 1467 object *tmp = NULL;
1745 maptile *m; 1468 maptile *m;
1818 if (!dir) 1541 if (!dir)
1819 { 1542 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1544 return 0;
1822 } 1545 }
1823 if (op->type == PLAYER) 1546
1824 bow = op->contr->ranges[range_bow]; 1547 if (player *pl = op->contr)
1548 {
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1825 else 1558 else
1826 { 1559 {
1827 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* 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. 1562 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1567 if (!bow)
1835 { 1568 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1570 return 0;
1838 } 1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1839 } 1580 }
1581
1840 if (!bow->race || !bow->skill) 1582 if (!bow->race || !bow->skill)
1841 { 1583 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1585 return 0;
1844 } 1586 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1589
1848 /* penalize ROF for bestarrow */ 1590 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1851 if (bowspeed < 1) 1594 if (bowspeed < 1)
1852 bowspeed = 1; 1595 bowspeed = 1;
1853 1596
1854 if (arrow == NULL) 1597 if (arrow == NULL)
1855 { 1598 {
1858 if (op->type == PLAYER) 1601 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1602 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 */ 1603 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1604 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1605 CLEAR_FLAG (op, FLAG_READY_BOW);
1606
1863 return 0; 1607 return 0;
1864 } 1608 }
1865 } 1609 }
1610
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1612 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1613 return 0;
1870 } 1614
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1616 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1618 return 0;
1875 } 1619 }
1881 return 0; 1625 return 0;
1882 } 1626 }
1883 1627
1884 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1630 if (!arrow)
1887 { 1631 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1633 return 0;
1890 } 1634 }
1635
1891 arrow->set_owner (op); 1636 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1638 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1639
1898 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1899 { 1641 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1643 op->update_stats ();
1902 } 1644 }
1903 1645
1904 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1647
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1651
1908 if (arrow->slaying != NULL) 1652 if (arrow->slaying)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1653 arrow->spellarg = strdup (arrow->slaying);
1910 1654
1911 /* Note that this was different for monsters - they got their level 1655 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 1656
1917 /* update the speed */ 1657 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1658 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; 1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1660
1921 if (arrow->speed < 1.0) 1661 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1662 arrow->speed_left = 0;
1925 1663
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665
1926 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1927 { 1667 {
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; 1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = op->slaying;
1933 } 1673 }
1934 else 1674 else
1935 { 1675 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1676 arrow->level = op->level;
1938 } 1677 arrow->stats.wc -= bow->magic;
1939 1678
1940 if (arrow->attacktype == AT_PHYSICAL) 1679 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying;
1681 }
1682
1683 arrow->stats.wc -= arrow->level;
1684
1941 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1942 1686
1943 if (bow->slaying != NULL)
1944 arrow->slaying = bow->slaying;
1945
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1689
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1952 1692
1953 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1694 move_arrow (arrow);
1955 1695
1956 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1976{ 1716{
1977 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1978 1718
1979 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1980 { 1720 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1722 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1724 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1726 wcmod = -1;
1727
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1729 }
1989 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1990 { 1731 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2012 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2013 */ 1754 */
2014void 1755void
2015fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2016{ 1757{
2017 object *item; 1758 object *item = op->contr->ranged_ob;
2018 1759
2019 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2020 { 1761 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1763 return;
2023 } 1764 }
2024 1765
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1766 if (!item->inv)
2027 { 1767 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1769 return;
2030 } 1770 }
1771
2031 if (item->type == WAND) 1772 if (item->type == WAND)
2032 { 1773 {
2033 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2034 { 1775 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2061 1802
2062 if (item->arch) 1803 if (item->arch)
2063 { 1804 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2066 item->speed = 0; 1807 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1808 }
1809
2069 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1812 }
2072 } 1813 }
2073 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1815 drain_rod_charge (item);
2076 }
2077 } 1816 }
2078} 1817}
2079 1818
2080/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2081 */ 1820 */
2086 1825
2087 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2089 make_visible (op); 1828 make_visible (op);
2090 1829
2091 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
2092 { 1833 {
2093 case range_none: 1834 control_golem (op->contr->golem, dir);
2094 return; 1835 return;
1836 }
2095 1837
2096 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
2097 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
2098 return; 1847 break;
2099 1848
2100 case range_magic: /* Casting spells */ 1849 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1851 break;
2103 1852
2104 case range_misc: 1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1862 default:
2105 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
2106 return; 1864 break;
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
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return;
2133 } 1865 }
2134} 1866}
2135
2136
2137 1867
2138/* find_key 1868/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1869 * 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 1870 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1873 * pl is the player,
2144 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
2147 */ 1877 */
2148
2149object * 1878object *
2150find_key (object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
2151{ 1880{
2152 object *tmp, *key; 1881 object *tmp, *key;
2153 1882
2154 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1884 if (!container->inv)
2156 return NULL; 1885 return 0;
2157 1886
2158 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1889 {
2161 if (door->type == DOOR && tmp->type == KEY) 1890 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1891 break;
2163 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
2165 */ 1894 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1896 break;
2168 } 1897 }
1898
2169 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1900 /* 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 1901 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1902 * a key, return
2173 */ 1903 */
2174 if (!tmp) 1904 if (!tmp)
2175 { 1905 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1907 {
2178 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1909 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1910 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1911 if ((key = find_key (pl, tmp, door)))
2182 return key; 1912 return key;
2183 } 1913 }
2184 } 1914 }
1915
2185 if (!tmp) 1916 if (!tmp)
2186 return NULL; 1917 return NULL;
2187 } 1918 }
1919
2188 /* We get down here if we have found a key. Now if its in a container, 1920 /* 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 1921 * see if we actually want to use it
2190 */ 1922 */
2191 if (pl != container) 1923 if (pl != container)
2192 { 1924 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1945 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)); 1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1947 return NULL;
2216 } 1948 }
2217 } 1949 }
1950
2218 return tmp; 1951 return tmp;
2219} 1952}
2220 1953
2221/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1957 * 0 otherwise
2225 */ 1958 */
2226static int 1959static int
2227player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2228{ 1961{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* 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 - 1963 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2233 */ 1965 */
2234 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2237 if (key) 1969 if (key)
2238 { 1970 {
2239 object *container = key->env; 1971 object *container = key->env;
2240 1972
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
2242 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2243 make_visible (op); 1976 make_visible (op);
1977
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1979 spring_trap (door->inv, op);
1980
2246 if (door->type == DOOR) 1981 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1983 else if (door->type == LOCKED_DOOR)
2251 { 1984 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1985 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 ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1987 }
1988
2255 /* Do this after we print the message */ 1989 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1990 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1991 /* Need to update the weight the container the key was in */
2258 if (container != op) 1992 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 1993 esrv_update_item (UPD_WEIGHT, op, container);
1994
2260 return 1; /* Nothing more to do below */ 1995 return 1; /* Nothing more to do below */
2261 } 1996 }
2262 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2263 { 1998 {
2264 /* Might as well return now - no other way to open this */ 1999 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2001 return 1;
2267 } 2002 }
2003
2268 return 0; 2004 return 0;
2269} 2005}
2270 2006
2271/* This function is just part of a breakup from move_player. 2007/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2008 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2009 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2010 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2011 * going to try and move (not fire weapons).
2276 */ 2012 */
2277
2278void 2013void
2279move_player_attack (object *op, int dir) 2014move_player_attack (object *op, int dir)
2280{ 2015{
2281 object *tmp, *mon; 2016 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2017 int on_battleground;
2284 maptile *m; 2018 maptile *m;
2285 2019
2286 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2288 2022
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2290 2024
2291 /* If braced, or can't move to the square, and it is not out of the 2025 /* 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 2026 * 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 2027 * 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 2028 * player. This is a pretty nasty hack, because if we could
2299 */ 2033 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2035 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2037 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2305 if (!m) 2039 if (!m)
2306 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2307 } 2041 }
2308 else 2042 else
2309 m = op->map; 2043 m = op->map;
2310 2044
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 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; 2046 return;
2315 }
2316 2047
2317 mon = NULL; 2048 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* 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. 2050 * 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 2051 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2052 * on the space
2322 */ 2053 */
2323 while (tmp != NULL) 2054 while (tmp)
2324 { 2055 {
2325 if (tmp == op) 2056 if (tmp == op)
2326 { 2057 {
2327 tmp = tmp->above; 2058 tmp = tmp->above;
2328 continue; 2059 continue;
2338 mon = tmp; 2069 mon = tmp;
2339 2070
2340 tmp = tmp->above; 2071 tmp = tmp->above;
2341 } 2072 }
2342 2073
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2075 return; /* into a wall */
2345 2076
2346 if (mon->head != NULL) 2077 if (mon->head)
2347 mon = mon->head; 2078 mon = mon->head;
2348 2079
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2351 return; 2082 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2105 {
2375 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2107 if (op->contr->braced)
2377 return; 2108 return;
2109
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2113 make_visible (op);
2114
2382 return; 2115 return;
2383 } 2116 }
2384 2117
2385 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2121 * attack them either.
2389 */ 2122 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2126 (op->contr->peaceful
2394 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2395 && mon->contr-> 2128 && mon->contr->
2396 peaceful)) && 2129 peaceful)) &&
2397#else 2130#else
2398 op->contr->peaceful && 2131 op->contr->peaceful &&
2399#endif 2132#endif
2400 !on_battleground)) 2133 !on_battleground))
2401 { 2134 {
2402 if (!op->contr->braced) 2135 if (!op->contr->braced)
2403 { 2136 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2406 } 2139 }
2407 else 2140 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2142
2411 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2144 make_visible (op);
2413 } 2145 }
2414 2146
2415 /* If the object is a boulder or other rollable object, then 2147 /* 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 2158 * 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: 2159 * 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 2160 * 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. 2161 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2162 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 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))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2165 {
2435 2166
2436 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2175
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2177 }
2447 2178
2448 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2449 2180
2450 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2184 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2187 {
2457 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2458 2189
2459 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2462 } 2193 }
2194
2463 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2464 make_visible (op); 2196 make_visible (op);
2465 } 2197 }
2466 } /* if player should attack something */ 2198 } /* if player should attack something */
2467} 2199}
2469int 2201int
2470move_player (object *op, int dir) 2202move_player (object *op, int dir)
2471{ 2203{
2472 int pick; 2204 int pick;
2473 2205
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2207 return 0;
2476 2208
2477 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2479 { 2211 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2213 return 0;
2482 } 2214 }
2483 2215
2484 /* peterm: added following line */ 2216 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2219
2488 op->facing = dir; 2220 op->facing = dir;
2489 2221
2490 if (op->hide) 2222 if (op->hide)
2491 do_hidden_move (op); 2223 do_hidden_move (op);
2502 2234
2503 /* Add special check for newcs players and fire on - this way, the 2235 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2236 * server can handle repeat firing.
2505 */ 2237 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2239 op->direction = dir;
2509 }
2510 else 2240 else
2511 {
2512 op->direction = 0; 2241 op->direction = 0;
2513 } 2242
2514 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2245 * for players.
2517 */ 2246 */
2518 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2528 */ 2257 */
2529int 2258int
2530handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2531{ 2260{
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)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2262 {
2554 flee_player (op); 2263 flee_player (op);
2555 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2266 {
2558 op->speed_left--; 2267 op->speed_left--;
2559 return 0; 2268 return 0;
2560 } 2269 }
2561 } 2270 }
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 2271
2571 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2274 * called, so we recheck it here.
2574 */ 2275 */
2575 HandleClient (&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2277 return 1;
2278
2576 if (op->speed_left < 0) 2279 if (op->speed_left > 0)
2577 return 0; 2280 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2282 {
2581 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2284 op->speed_left--;
2583 2285
2584 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2587 */ 2289 */
2588 move_player (op, op->direction); 2290 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2291
2590 return 1; 2292 return op->speed_left > 0;
2591 else 2293 }
2592 return 0;
2593 } 2294 }
2295
2594 return 0; 2296 return 0;
2595} 2297}
2596 2298
2597int 2299int
2598save_life (object *op) 2300save_life (object *op)
2599{ 2301{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2303 return 0;
2604 2304
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2307 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2308 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)); 2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2310
2618 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2619 2319
2620 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2621 op->stats.food = 999; 2321 op->stats.food = 999;
2622 2322
2623 fix_player (op); 2323 op->update_stats ();
2624 return 1; 2324 return 1;
2625 } 2325 }
2326
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2330 return 0;
2630} 2331}
2635 * from. 2336 * from.
2636 */ 2337 */
2637void 2338void
2638remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2639{ 2340{
2640 object *next;
2641
2642 while (op) 2341 while (op)
2643 { 2342 {
2644 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2344
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2346 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2655 } 2351 }
2656 else if (op->inv) 2352 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2354
2658 op = next; 2355 op = next;
2659 } 2356 }
2660} 2357}
2661
2662 2358
2663/* 2359/*
2664 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2376 else
2681 sprintf (buf, "%s\n", &op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2380 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2383 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2387 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2691 { 2389 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2392 strcat (buf2, buf);
2695 } 2393 }
2394
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2699 return buf2; 2399 return buf2;
2700} 2400}
2701
2702
2703 2401
2704void 2402void
2705do_some_living (object *op) 2403do_some_living (object *op)
2706{ 2404{
2707 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2411 int rate_grace = 2000;
2714 const int max_hp = 1; 2412 const int max_hp = 1;
2715 const int max_sp = 1; 2413 const int max_sp = 1;
2716 const int max_grace = 1; 2414 const int max_grace = 1;
2717 2415
2718 if (op->contr->outputs_sync) 2416 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 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2724 2434
2725 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2726 { 2436 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2441 else
2733 { 2442 {
2734 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2445 }
2446
2737 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2449 else
2740 { 2450 {
2741 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2453 }
2454
2744 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2457 else
2747 { 2458 {
2748 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2461 }
2751 2462
2752 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2465 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 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) 2467 if (op->stats.sp < op->stats.maxsp)
2757 { 2468 {
2758 op->stats.sp++; 2469 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2477 op->stats.food = last_food;
2767 } 2478 }
2768 } 2479 }
2480
2769 if (max_sp > 1) 2481 if (max_sp > 1)
2770 { 2482 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2484 if (over_sp > 0)
2773 { 2485 {
2774 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2775 { 2487 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2491 op->stats.sp--;
2492
2779 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2781 } 2495 }
2782 op->last_sp = 0; 2496 op->last_sp = 0;
2783 } 2497 }
2784 else 2498 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2500 }
2789 else 2501 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2503 }
2794 2504
2795 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2798 { 2508 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2801 if (max_grace > 1) 2512 if (max_grace > 1)
2802 { 2513 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2515 if (over_grace > 0)
2805 { 2516 {
2833 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2546 op->stats.food = last_food;
2836 } 2547 }
2837 } 2548 }
2549
2838 if (max_hp > 1) 2550 if (max_hp > 1)
2839 { 2551 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2553 if (over_hp > 0)
2842 { 2554 {
2866 2578
2867 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2581 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2871 /* dms do not consume food */ 2584 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2586 op->stats.food--;
2874 } 2587 }
2875 }
2876 2588
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2590 {
2879 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2880 2592
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2594 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2602 break;
2891 } 2603 }
2892 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2893 flesh = tmp; 2605 flesh = tmp;
2894 } /* End if paid for object */ 2606 } /* End if paid for object */
2895 } /* end of for loop */ 2607 } /* end of for loop */
2608
2896 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2610 * eat flesh instead.
2898 */ 2611 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2613 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2903 } 2616 }
2904 } /* end if player is starving */ 2617 }
2905 2618
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2908 2621
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2623 kill_player (op);
2624 }
2911} 2625}
2912
2913
2914 2626
2915/* If the player should die (lack of hp, food, etc), we call this. 2627/* 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 2628 * 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 2629 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2630 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 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..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2662
2951 /* restore player */ 2663 /* restore player */
2952 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2666 {
2956 tmp->destroy (); 2667 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2669 }
2959 2670
2960 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2673 {
2964 tmp->destroy (); 2674 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2676 }
2967 2677
2969 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2681 op->stats.food = 999;
2972 2682
2973 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2685 {
2977 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2687 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " 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); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2691 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2695 }
2988 2696
2989 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2699 op->contr->braced = 0;
2996 2704
2997 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2998 2706
2999 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
3000 { 2708 {
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); 2709 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3010 } 2711 }
3011 else 2712 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); 2713 sprintf (buf, "%s died.", &op->name);
3021 } 2714
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2716
3024 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3025 x = op->x; 2718 x = op->x;
3026 y = op->y; 2719 y = op->y;
3027 map = op->map; 2720 map = op->map;
3028 2721
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2723 * 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. 2724 * See the config.h file for a little more in depth detail about this.
3035 */ 2725 */
3036 2726
3037 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2729 * of death.
3040 */ 2730 */
3041#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3043 { 2733 {
3044 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2736 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2739 little bit harder. */
3050 /* GD */ 2740 /* GD */
3051 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2742 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2743 else
3057 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3058 num_stats_lose = 1; 2747 num_stats_lose = 1;
3059 } 2748
3060 lost_a_stat = 0; 2749 lost_a_stat = 0;
3061 2750
3062 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3063 { 2752 {
3064 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3065 2754
3066 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3067 { 2756 {
3068 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2758 * what he lost.
3070 */ 2759 */
3071 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3077 } 2778 }
3078 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3079 { 2781 {
3080 /* deplete a stat */ 2782 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3082 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3083 2785 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2786 {
3087 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3089 } 2789
3090 lose_this_stat = 1; 2790 /* 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) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2796 {
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; 2797 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2799 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 } 2800 }
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 */ 2801 else
3132 if (this_stat >= -50)
3133 { 2802 {
3134 change_attr_value (&(dep->stats), i, -1); 2803 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; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2808 }
3140 } 2809 }
3141 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3142 } 2829 }
2830 }
2831 }
3143 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2833 if (!lost_a_stat)
3145 { 2834 {
3146 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3149 2838
3150 if (god && (strcmp (god, "none"))) 2839 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); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2841 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2843 }
3155#else 2844#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2846#endif
3158 2847
3159 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2849 * exp loss on the stone.
3161 */ 2850 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2853 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2855 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); 2856 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; 2857 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2860
3172 /**************************************/ 2861 /**************************************/
3173 /* */ 2862 /* */
3174 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3177 /* */ 2866 /* */
3178 /**************************************/ 2867 /**************************************/
3179 2868
3180 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2870 /* restore player */
3182 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3184 2873
3185 if (tmp) 2874 if (tmp)
3186 { 2875 {
3187 tmp->destroy (); 2876 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2878 }
3190 2879
3191 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2882 if (tmp)
3194 { 2883 {
3195 tmp->destroy (); 2884 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2886 }
3198 2887
3199 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3200 2889
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3204 op->stats.food = 900; 2893 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2897
3209 /* 2898 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2899 * 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 2900 * and put them back in the map.
3212 * in the map. 2901 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3217 2903
3218 /****************************************/ 2904 /****************************************/
3219 /* */ 2905 /* */
3220 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3222 /* */ 2908 /* */
3223 /****************************************/ 2909 /****************************************/
3224 2910
3225 enter_player_savebed (op); 2911 enter_player_savebed (op);
3226 2912
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2913 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2914
3233 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2918 * on the space that might harm the player.
3237 */ 2919 */
3238 will_kill_again = 0; 2920 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3242 2924
3243 if (will_kill_again) 2925 if (will_kill_again)
3244 { 2926 {
3245 object *force; 2927 object *force;
3246 int at; 2928 int at;
3247 2929
3248 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2932 force->speed = 0.1;
3251 force->speed_left = -5.0; 2933 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2937 force->resist[at] = 100;
3256 2938
3257 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3258 fix_player (op); 2940 op->update_stats ();
3259 2941
3260 } 2942 }
3261 2943
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 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} 2945}
3331
3332 2946
3333void 2947void
3334loot_object (object *op) 2948loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3337 2951
3338 if (op->container) 2952 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2953
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3344 { 2955 {
3345 next = tmp->below; 2956 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3347 continue; 2959 continue;
2960
3348 tmp->remove (); 2961 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3350 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2966
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2968 {
3356 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3357 { 2970 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2972 tmp2->destroy ();
3370/* 2983/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2986 * was changed.
3374 */ 2987 */
3375
3376void 2988void
3377fix_weight (void) 2989fix_weight (void)
3378{ 2990{
3379 player *pl; 2991 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2992 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2994
3385 if (old == sum) 2995 if (old == sum)
3386 continue; 2996 continue;
3387 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2999 }
3390} 3000}
3391 3001
3392void 3002void
3393fix_luck (void) 3003fix_luck (void)
3394{ 3004{
3395 player *pl; 3005 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3400} 3008}
3401
3402 3009
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3406 */ 3013 */
3407
3408void 3014void
3409cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3410{ 3016{
3411 object *skop, *spob; 3017 object *skop, *spob;
3412 3018
3446 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3447 { 3053 {
3448 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3450 } 3056 }
3057
3451 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3452} 3059}
3453 3060
3454int 3061int
3455is_true_undead (object *op) 3062is_true_undead (object *op)
3456{ 3063{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3065 return 1;
3461 3066
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; 3067 return 0;
3468} 3068}
3469 3069
3470/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3527 3127
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3129
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3534 { 3133 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3135 make_visible (op);
3537 return; 3136 return;
3538 } 3137 }
3539 else 3138 else
3540 num += 20; 3139 num += 20;
3541 } 3140
3542 num += op->map->difficulty; 3141 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3143 num -= hide;
3144
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3146 {
3547 make_visible (op); 3147 make_visible (op);
3548 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3150 }
3551 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3153}
3556 3154
3557/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3558 3156
3559int 3157int
3586 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3587 continue; 3185 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3187 continue;
3590 3188
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3190 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3192 return 1;
3595 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3596 { 3194 {
3626 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3627 { 3225 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3227 return -1;
3630 } 3228 }
3229
3631 if (!pl || !op) 3230 if (!pl || !op)
3632 return 0; 3231 return 0;
3633 3232
3634 if (op->head)
3635 {
3636 op = op->head; 3233 op = op->head_ ();
3637 } 3234
3638 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3639 3236
3640 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3238 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3650 3247
3651 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3250 * for any meaningful values.
3654 */ 3251 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3255 return 1;
3659 op = op->more; 3256 op = op->more;
3660 } 3257 }
3661 return 0; 3258 return 0;
3662} 3259}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3357 int i = 0, j = 0;
3761 3358
3762 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3771 3368
3772 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3773 return; 3370 return;
3774 3371
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3373
3777 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3778 { 3375 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3377 return;
3781 } 3378 }
3782 3379
3848 { 3445 {
3849 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3447 object *skin;
3851 3448
3852 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 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); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3854 if (skin == NULL) 3454 if (!skin)
3855 return; 3455 return;
3856 3456
3857 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3459 {
3904 * not readied. 3504 * not readied.
3905 */ 3505 */
3906void 3506void
3907player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3908{ 3508{
3909 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3910 3511
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3912 { 3513 pl->combat_ob = 0;
3514
3913 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3914 { 3516 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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