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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 1.122 by root, Wed May 9 11:32:31 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#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec 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 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 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 */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 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} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
279
280 ob->update_stats ();
281 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0);
285
286 activate ();
287
288 send_rules (ob);
289 send_news (ob);
290 display_motd (ob);
291
292 INVOKE_PLAYER (CONNECT, this);
293 INVOKE_PLAYER (LOGIN, this);
294}
295
296void
297player::disconnect ()
298{
299 if (ns)
300 {
301 if (active)
302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303
304 INVOKE_PLAYER (DISCONNECT, this);
305
306 ns->reset_stats ();
307 ns->pl = 0;
308 ns = 0;
309 }
310
311 if (ob)
312 ob->close_container (); //TODO: client-specific
313
314 deactivate ();
315}
316
317// the need for this function can be explained
318// by load_object not returning the object
319void
320player::set_object (object *op)
321{
322 ob = op;
323 ob->contr = this; /* this aren't yet in archetype */
324
325 ob->speed_left = 0.5;
326 ob->speed = 1.0;
327 ob->direction = 5; /* So player faces south */
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348}
349
350void
351player::do_destroy ()
352{
353 disconnect ();
354
355 attachable::do_destroy ();
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
319/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
321 * mode. 372 * mode.
322 */ 373 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 374player *
375player::create ()
376{
377 player *pl = new player;
328 378
329 p = get_player (NULL); 379 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));
332 380
333 if (p->socket.faces_sent == NULL) 381 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 382 pl->ob->stats.wc = 2;
383 pl->ob->run_away = 25; /* Then we panick... */
335 384
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); 385 set_first_map (pl->ob);
344 386
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; 387 return pl;
353} 388}
354 389
355/* 390/*
356 * get_player_archetype() return next player archetype from archetype 391 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 392 * list. Not very efficient routine, but used only creating new players.
366 { 401 {
367 if (at == NULL || at->next == NULL) 402 if (at == NULL || at->next == NULL)
368 at = first_archetype; 403 at = first_archetype;
369 else 404 else
370 at = at->next; 405 at = at->next;
406
371 if (at->clone.type == PLAYER) 407 if (at->clone.type == PLAYER)
372 return at; 408 return at;
409
373 if (at == start) 410 if (at == start)
374 { 411 {
375 LOG (llevError, "No Player archetypes\n"); 412 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 413 exit (-1);
377 } 414 }
378 } 415 }
379} 416}
380 417
381
382object * 418object *
383get_nearest_player (object *mon) 419get_nearest_player (object *mon)
384{ 420{
385 object *op = NULL; 421 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 422 objectlink *ol;
388 unsigned lastdist; 423 unsigned lastdist;
389 rv_vector rv; 424 rv_vector rv;
390 425
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 427 {
393 /* We should not find free objects on this friendly list, but it 428 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 429 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 430 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 431 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 435 object *tmp = ol->ob;
401 436
402 /* Can't do much more other than log the fact, because the object 437 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 438 * itself will have been cleared.
404 */ 439 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
406 ol = ol->next; 442 ol = ol->next;
407 remove_friendly_object (tmp); 443 remove_friendly_object (tmp);
408 if (!ol) 444 if (!ol)
409 return op; 445 return op;
410 } 446 }
423 { 459 {
424 op = ol->ob; 460 op = ol->ob;
425 lastdist = rv.distance; 461 lastdist = rv.distance;
426 } 462 }
427 } 463 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 464
429 { 465 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 466 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 467 if (lastdist > rv.distance)
434 { 468 {
435 op = pl->ob; 469 op = pl->ob;
436 lastdist = rv.distance; 470 lastdist = rv.distance;
437 } 471 }
438 } 472
439 }
440#if 0 473#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 474 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 475#endif
443 return op; 476 return op;
444} 477}
462 * circling behaviour. Unfortunately, this function is also used to determined 495 * 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 496 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 497 * is probably not a good thing.
465 */ 498 */
466#define MAX_SPACES 50 499#define MAX_SPACES 50
467
468 500
469/* 501/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 502 * 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 503 * 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 504 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 535 x = mon->x;
504 y = mon->y; 536 y = mon->y;
505 m = mon->map; 537 m = mon->map;
506 dir = rv.direction; 538 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 539 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); 540 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541
509 /* If we can't solve it within the search distance, return now. */ 542 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 543 if (diff > max)
511 return 0; 544 return 0;
545
512 while (diff > 1 && max > 0) 546 while (diff > 1 && max > 0)
513 { 547 {
514 lastx = x; 548 lastx = x;
515 lasty = y; 549 lasty = y;
516 lastmap = m; 550 lastmap = m;
598 max--; 632 max--;
599 lastdir = dir; 633 lastdir = dir;
600 if (!firstdir) 634 if (!firstdir)
601 firstdir = dir; 635 firstdir = dir;
602 } 636 }
637
603 if (diff <= 1) 638 if (diff <= 1)
604 { 639 {
605 /* Recalculate diff (distance) because we may not have actually 640 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 641 * headed toward player for entire distance.
607 */ 642 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 643 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); 644 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 645 }
646
611 if (diff > max) 647 if (diff > max)
612 return 0; 648 return 0;
613 } 649 }
650
614 /* If we reached the max, didn't find a direction in time */ 651 /* If we reached the max, didn't find a direction in time */
615 if (!max) 652 if (!max)
616 return 0; 653 return 0;
617 654
618 return firstdir; 655 return firstdir;
711 /* Need to set up the skill pointers */ 748 /* Need to set up the skill pointers */
712 link_player_skills (pl); 749 link_player_skills (pl);
713} 750}
714 751
715void 752void
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) 753get_party_password (object *op, partylist *party)
800{ 754{
801 if (party == NULL) 755 if (party == NULL)
802 { 756 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 757 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 758 return;
805 } 759 }
760
806 op->contr->write_buf[0] = '\0'; 761 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 762 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 763 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 764 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 765}
811
812 766
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 767/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 768static int
815roll_stat (void) 769roll_stat (void)
816{ 770{
817 int a[4], i, j, k; 771 int a[4], i, j, k;
818 772
819 for (i = 0; i < 4; i++) 773 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 774 a[i] = (int) rndm (6) + 1;
821 775
822 for (i = 0, j = 0, k = 7; i < 4; i++) 776 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 777 if (a[i] < k)
824 k = a[i], j = i; 778 k = a[i], j = i;
825 779
826 for (i = 0, k = 0; i < 4; i++) 780 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 781 if (i != j)
829 k += a[i]; 782 k += a[i];
830 } 783
831 return k; 784 return k;
832} 785}
833 786
834void 787void
835roll_stats (object *op) 788object::roll_stats ()
836{ 789{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 790 int statsort [7];
840 791
841 do 792 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 } 793 {
852 while (sum < 82 || sum > 116); 794 int sum = 0;
795 for (int i = 7; i--; )
796 sum += statsort [i] = roll_stat ();
853 797
798 if (sum >= 82 && sum <= 116)
799 break;
800 }
801
854 /* Sort the stats so that rerolling is easier... */ 802 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 803 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;
862 804
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]; 805 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 806 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 807 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 808 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 809 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 810 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 811 stats.Cha = statsort[6];
887 812
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; 813 stats.exp = 0;
899 op->stats.ac = 0; 814 stats.ac = 0;
900 815
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; 816 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
909 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
910} 828}
911 829
912void 830void
913Roll_Again (object *op) 831object::swap_stats (int a, int b)
914{ 832{
915 esrv_new_player (op->contr, 0); 833 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 834 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)? "); 835 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 836
920void 837 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
922{ 869{
923 signed char tmp;
924 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
925 871
926 if (op->contr->Swap_First == -1) 872 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); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 874 //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); 875 //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} 876}
1041 877
1042/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1046 * not the class. 882 * not the class.
1047 */ 883 */
1048 884void
1049int 885player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 886{
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 */ 887 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 889
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 891 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
1070 893
1071 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1073 896
1074 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1075 898
1076 if (op->msg) 899 if (ob->msg)
1077 op->msg = NULL; 900 ob->msg = 0;
1078 901
1079 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1080 * to save here. 903 * to save here.
1081 */ 904 */
905 {
906 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1084 910
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 911 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 914 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1093 fix_player (op); 916 ob->update_stats ();
1094 917
1095 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1096 * is one for this race 919 * is one for this race
1097 */ 920 */
1098 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1099 { 922 {
1100 object *tmp; 923 object *tmp;
1101 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1102 925
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = object::create (); 927 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1110 * default initial map */ 933 * default initial map */
1111 tmp->destroy (); 934 tmp->destroy ();
1112 } 935 }
1113 else 936 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 938}
1117 return 0;
1118 }
1119 939
940void
941player::chargen_race_next ()
942{
1120 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1122 */ 945 */
1123 946
1124 tmp_loop = 0; 947 do
1125 while (!tmp_loop)
1126 { 948 {
1127 shstr name = op->name; 949 shstr name = ob->name;
1128 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1129 951
1130 remove_statbonus (op); 952 ob->remove_statbonus ();
1131 op->remove (); 953 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 956 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1137 op->x = x; 959 ob->x = x;
1138 op->y = y; 960 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 964 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 965 }
966 while (!allowed_class (ob));
1145 967
1146 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 970 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 973 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} 974}
1208 975
1209void 976void
1210flee_player (object *op) 977flee_player (object *op)
1211{ 978{
1241 { 1008 {
1242 op->enemy = NULL; 1009 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1011 return;
1245 } 1012 }
1013
1246 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1247 1015
1248 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1250 { 1018 {
1251 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1252 1020
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1022 return;
1256 }
1257 } 1023 }
1024
1258 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1027 op->enemy = NULL;
1261} 1028}
1262 1029
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1032 * stop.
1267 */ 1033 */
1268int 1034int
1269check_pick (object *op) 1035check_pick (object *op)
1270{ 1036{
1271 object *tmp, *next; 1037 object *tmp, *next;
1272 int stop = 0; 1038 int stop = 0;
1273 int j, k, wvratio; 1039 int wvratio;
1274 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1275 1041
1276 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1278 return 1; 1044 return 1;
1279 1045
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 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)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1116 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 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)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 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 } 1121 }
1122
1384 /* philosophy: 1123 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1124 * 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 1125 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1128 * example.
1390 * The drawback: right now it has no frontend, so you need to 1129 * 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 1130 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1382 * found object is returned.
1644 */ 1383 */
1645object * 1384object *
1646find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1647{ 1386{
1648 object *tmp = NULL; 1387 object *tmp = 0;
1649 1388
1650 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1654 return op; 1393 return op;
1394
1655 return tmp; 1395 return tmp;
1656} 1396}
1657 1397
1658/* 1398/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1403 */
1664
1665object * 1404object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1406{
1668 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1475 * op = the shooter
1737 * type = bow->race 1476 * type = bow->race
1738 * dir = fire direction 1477 * dir = fire direction
1739 */ 1478 */
1740
1741object * 1479object *
1742pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1743{ 1481{
1744 object *tmp = NULL; 1482 object *tmp = NULL;
1745 maptile *m; 1483 maptile *m;
1818 if (!dir) 1556 if (!dir)
1819 { 1557 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1559 return 0;
1822 } 1560 }
1823 if (op->type == PLAYER) 1561
1824 bow = op->contr->ranges[range_bow]; 1562 if (player *pl = op->contr)
1563 {
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1825 else 1567 else
1826 { 1568 {
1827 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* 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. 1571 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1576 if (!bow)
1835 { 1577 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1579 return 0;
1838 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1839 } 1589 }
1590
1840 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1841 { 1592 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1594 return 0;
1844 } 1595 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1598
1848 /* penalize ROF for bestarrow */ 1599 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1851 if (bowspeed < 1) 1603 if (bowspeed < 1)
1852 bowspeed = 1; 1604 bowspeed = 1;
1853 1605
1854 if (arrow == NULL) 1606 if (arrow == NULL)
1855 { 1607 {
1858 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 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 */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1613 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1863 return 0; 1616 return 0;
1864 } 1617 }
1865 } 1618 }
1619
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1621 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1622 return 0;
1870 } 1623
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1624 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1625 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1626 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1627 return 0;
1875 } 1628 }
1881 return 0; 1634 return 0;
1882 } 1635 }
1883 1636
1884 left = arrow; /* these are arrows left to the player */ 1637 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1638 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1639 if (!arrow)
1887 { 1640 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1642 return 0;
1890 } 1643 }
1644
1891 arrow->set_owner (op); 1645 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1646 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1647 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1648
1898 if (op->type == PLAYER) 1649 if (op->type == PLAYER)
1899 { 1650 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1652 op->update_stats ();
1902 } 1653 }
1903 1654
1904 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1656
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1658 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1659 arrow->stats.grace = arrow->attacktype;
1660
1908 if (arrow->slaying != NULL) 1661 if (arrow->slaying)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1662 arrow->spellarg = strdup (arrow->slaying);
1910 1663
1911 /* Note that this was different for monsters - they got their level 1664 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 1665
1917 /* update the speed */ 1666 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1667 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; 1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1669
1921 if (arrow->speed < 1.0) 1670 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1925 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1926 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1927 { 1676 {
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; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1933 } 1682 }
1934 else 1683 else
1935 { 1684 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1685 arrow->level = op->level;
1938 } 1686 arrow->stats.wc -= bow->magic;
1939 1687
1940 if (arrow->attacktype == AT_PHYSICAL) 1688 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying;
1690 }
1691
1692 arrow->stats.wc -= arrow->level;
1693
1941 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1942 1695
1943 if (bow->slaying != NULL)
1944 arrow->slaying = bow->slaying;
1945
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1698
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1952 1701
1953 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1703 move_arrow (arrow);
1955 1704
1956 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1976{ 1725{
1977 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1978 1727
1979 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1980 { 1729 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1731 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1733 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1735 wcmod = -1;
1736
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1738 }
1989 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
1990 { 1740 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1746 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1750 }
2002 else 1751 else
2003 { 1752 {
2004 /* Simple case */ 1753 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1755 }
1756
2007 return ret; 1757 return ret;
2008} 1758}
2009 1759
2010 1760
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
2013 */ 1763 */
2014void 1764void
2015fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
2016{ 1766{
2017 object *item; 1767 object *item = op->contr->ranged_ob;
2018 1768
2019 if (!op->contr->ranges[range_misc]) 1769 if (!item)
2020 { 1770 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1772 return;
2023 } 1773 }
2024 1774
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1775 if (!item->inv)
2027 { 1776 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1778 return;
2030 } 1779 }
1780
1781 op->set_weapon (item);
1782
2031 if (item->type == WAND) 1783 if (item->type == WAND)
2032 { 1784 {
2033 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2034 { 1786 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2037 return; 1790 return;
2038 } 1791 }
2039 } 1792 }
2040 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2041 { 1794 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1796 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2045 if (item->type == ROD) 1799 if (item->type == ROD)
2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1801 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2049 return; 1804 return;
2050 } 1805 }
2051 } 1806 }
2052 1807
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2061 1816
2062 if (item->arch) 1817 if (item->arch)
2063 { 1818 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2066 item->speed = 0; 1821 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1822 }
1823
2069 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1826 }
2072 } 1827 }
2073 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1829 drain_rod_charge (item);
2076 }
2077 } 1830 }
2078} 1831}
2079 1832
2080/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2081 */ 1834 */
2086 1839
2087 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2089 make_visible (op); 1842 make_visible (op);
2090 1843
2091 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2092 { 1847 {
2093 case range_none: 1848 control_golem (op->contr->golem, dir);
2094 return; 1849 return;
1850 }
2095 1851
2096 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2097 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2098 return; 1861 break;
2099 1862
2100 case range_magic: /* Casting spells */ 1863 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1865 break;
2103 1866
2104 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1876 default:
2105 fire_misc_object (op, dir); 1877 fire_misc_object (op, dir);
2106 return; 1878 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 } 1879 }
2134} 1880}
2135
2136
2137 1881
2138/* find_key 1882/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1887 * pl is the player,
2144 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2147 */ 1891 */
2148
2149object * 1892object *
2150find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2151{ 1894{
2152 object *tmp, *key; 1895 object *tmp, *key;
2153 1896
2154 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1898 if (!container->inv)
2156 return NULL; 1899 return 0;
2157 1900
2158 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1903 {
2161 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1905 break;
2163 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2165 */ 1908 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1910 break;
2168 } 1911 }
1912
2169 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1916 * a key, return
2173 */ 1917 */
2174 if (!tmp) 1918 if (!tmp)
2175 { 1919 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1921 {
2178 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1924 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2182 return key; 1926 return key;
2183 } 1927 }
2184 } 1928 }
1929
2185 if (!tmp) 1930 if (!tmp)
2186 return NULL; 1931 return NULL;
2187 } 1932 }
1933
2188 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
2190 */ 1936 */
2191 if (pl != container) 1937 if (pl != container)
2192 { 1938 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1961 return NULL;
2216 } 1962 }
2217 } 1963 }
1964
2218 return tmp; 1965 return tmp;
2219} 1966}
2220 1967
2221/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1971 * 0 otherwise
2225 */ 1972 */
2226static int 1973static int
2227player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2228{ 1975{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* 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 - 1977 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2233 */ 1979 */
2234 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2237 if (key) 1983 if (key)
2238 { 1984 {
2239 object *container = key->env; 1985 object *container = key->env;
2240 1986
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2242 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2243 make_visible (op); 1990 make_visible (op);
1991
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2246 if (door->type == DOOR) 1995 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2251 { 1998 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2254 } 2001 }
2002
2255 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2258 if (container != op) 2006 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2260 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2261 } 2010 }
2262 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2263 { 2012 {
2264 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2015 return 1;
2267 } 2016 }
2017
2268 return 0; 2018 return 0;
2269} 2019}
2270 2020
2271/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2276 */ 2026 */
2277
2278void 2027void
2279move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2280{ 2029{
2281 object *tmp, *mon; 2030 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2031 int on_battleground;
2284 maptile *m; 2032 maptile *m;
2285 2033
2286 nx = freearr_x[dir] + op->x; 2034 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2035 sint16 ny = freearr_y[dir] + op->y;
2288 2036
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2037 on_battleground = op_on_battleground (op, 0, 0);
2290 2038
2291 /* If braced, or can't move to the square, and it is not out of the 2039 /* 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 2040 * 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 2041 * 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 2042 * player. This is a pretty nasty hack, because if we could
2299 */ 2047 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2049 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2051 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2052 m = op->map->xy_find (nx, ny);
2305 if (!m) 2053 if (!m)
2306 return; /* Don't think this should happen */ 2054 return; /* Don't think this should happen */
2307 } 2055 }
2308 else 2056 else
2309 m = op->map; 2057 m = op->map;
2310 2058
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2059 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; 2060 return;
2315 }
2316 2061
2317 mon = NULL; 2062 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2063 /* 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. 2064 * 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 2065 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2066 * on the space
2322 */ 2067 */
2323 while (tmp != NULL) 2068 while (tmp)
2324 { 2069 {
2325 if (tmp == op) 2070 if (tmp == op)
2326 { 2071 {
2327 tmp = tmp->above; 2072 tmp = tmp->above;
2328 continue; 2073 continue;
2338 mon = tmp; 2083 mon = tmp;
2339 2084
2340 tmp = tmp->above; 2085 tmp = tmp->above;
2341 } 2086 }
2342 2087
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2088 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2089 return; /* into a wall */
2345 2090
2346 if (mon->head != NULL) 2091 if (mon->head)
2347 mon = mon->head; 2092 mon = mon->head;
2348 2093
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2094 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2095 if (player_attack_door (op, mon))
2351 return; 2096 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2119 {
2375 /* If we're braced, we don't want to switch places with it */ 2120 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2121 if (op->contr->braced)
2377 return; 2122 return;
2123
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2125 push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2127 make_visible (op);
2128
2382 return; 2129 return;
2383 } 2130 }
2384 2131
2385 /* in certain circumstances, you shouldn't attack friendly 2132 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2133 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2135 * attack them either.
2389 */ 2136 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2137 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2138 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2139#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2140 (op->contr->peaceful
2394 || (mon->type == PLAYER 2141 || (mon->type == PLAYER
2395 && mon->contr-> 2142 && mon->contr->
2396 peaceful)) && 2143 peaceful)) &&
2397#else 2144#else
2398 op->contr->peaceful && 2145 op->contr->peaceful &&
2399#endif 2146#endif
2400 !on_battleground)) 2147 !on_battleground))
2401 { 2148 {
2402 if (!op->contr->braced) 2149 if (!op->contr->braced)
2403 { 2150 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2152 push_ob (mon, dir, op);
2406 } 2153 }
2407 else 2154 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2155 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2156
2411 if (op->contr->tmp_invis || op->hide) 2157 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2158 make_visible (op);
2413 } 2159 }
2414 2160
2415 /* If the object is a boulder or other rollable object, then 2161 /* 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 2172 * 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: 2173 * 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 2174 * 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. 2175 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2176 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2177 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))) 2178 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2179 {
2435 2180
2436 /* If the player hasn't hit something this tick, and does 2181 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2188 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2189
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2191 }
2447 2192
2448 skill_attack (mon, op, 0, NULL, NULL); 2193 skill_attack (mon, op, 0, 0, 0);
2449 2194
2450 /* If attacking another player, that player gets automatic 2195 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2196 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2197 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2198 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2200 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2201 {
2457 short luck = mon->stats.luck; 2202 short luck = mon->stats.luck;
2458 2203
2459 mon->contr->has_hit = 1; 2204 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2205 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2206 mon->stats.luck = luck;
2462 } 2207 }
2208
2463 if (action_makes_visible (op)) 2209 if (action_makes_visible (op))
2464 make_visible (op); 2210 make_visible (op);
2465 } 2211 }
2466 } /* if player should attack something */ 2212 } /* if player should attack something */
2467} 2213}
2469int 2215int
2470move_player (object *op, int dir) 2216move_player (object *op, int dir)
2471{ 2217{
2472 int pick; 2218 int pick;
2473 2219
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2221 return 0;
2476 2222
2477 /* Sanity check: make sure dir is valid */ 2223 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2224 if ((dir < 0) || (dir >= 9))
2479 { 2225 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2226 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2227 return 0;
2482 } 2228 }
2483 2229
2484 /* peterm: added following line */ 2230 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2232 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2233
2488 op->facing = dir; 2234 op->facing = dir;
2489 2235
2490 if (op->hide) 2236 if (op->hide)
2491 do_hidden_move (op); 2237 do_hidden_move (op);
2502 2248
2503 /* Add special check for newcs players and fire on - this way, the 2249 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2250 * server can handle repeat firing.
2505 */ 2251 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2252 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2253 op->direction = dir;
2509 }
2510 else 2254 else
2511 {
2512 op->direction = 0; 2255 op->direction = 0;
2513 } 2256
2514 /* Update how the player looks. Use the facing, so direction may 2257 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2258 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2259 * for players.
2517 */ 2260 */
2518 animate_object (op, op->facing); 2261 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2270 * Returns true if there are more actions we can do.
2528 */ 2271 */
2529int 2272int
2530handle_newcs_player (object *op) 2273handle_newcs_player (object *op)
2531{ 2274{
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)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2276 {
2554 flee_player (op); 2277 flee_player (op);
2555 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2280 {
2558 op->speed_left--; 2281 op->speed_left--;
2559 return 0; 2282 return 0;
2560 } 2283 }
2561 } 2284 }
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 2285
2571 /* call this here - we also will call this in do_ericserver, but 2286 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2287 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2288 * called, so we recheck it here.
2574 */ 2289 */
2575 HandleClient (&op->contr->socket, op->contr); 2290 if (op->contr->ns->handle_command ())
2291 return 1;
2292
2576 if (op->speed_left < 0) 2293 if (op->speed_left > 0)
2577 return 0; 2294 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2295 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2296 {
2581 /* All move commands take 1 tick, at least for now */ 2297 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2298 op->speed_left--;
2583 2299
2584 /* Instead of all the stuff below, let move_player take care 2300 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2301 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2302 * there, as well as the confusion stuff.
2587 */ 2303 */
2588 move_player (op, op->direction); 2304 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2305
2590 return 1; 2306 return op->speed_left > 0;
2591 else 2307 }
2592 return 0;
2593 } 2308 }
2309
2594 return 0; 2310 return 0;
2595} 2311}
2596 2312
2597int 2313int
2598save_life (object *op) 2314save_life (object *op)
2599{ 2315{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2316 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2317 return 0;
2604 2318
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2319 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2320 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2321 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2322 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)); 2323 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2324
2618 op->stats.hp = op->stats.maxhp; 2332 op->stats.hp = op->stats.maxhp;
2619 2333
2620 if (op->stats.food < 0) 2334 if (op->stats.food < 0)
2621 op->stats.food = 999; 2335 op->stats.food = 999;
2622 2336
2623 fix_player (op); 2337 op->update_stats ();
2624 return 1; 2338 return 1;
2625 } 2339 }
2340
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2341 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2342 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2343 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2344 return 0;
2630} 2345}
2635 * from. 2350 * from.
2636 */ 2351 */
2637void 2352void
2638remove_unpaid_objects (object *op, object *env) 2353remove_unpaid_objects (object *op, object *env)
2639{ 2354{
2640 object *next;
2641
2642 while (op) 2355 while (op)
2643 { 2356 {
2644 next = op->below; /* Make sure we have a good value, in case 2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2358
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2360 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2361 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2362 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2363
2364 op->insert_at (env);
2655 } 2365 }
2656 else if (op->inv) 2366 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2367 remove_unpaid_objects (op->inv, env);
2368
2658 op = next; 2369 op = next;
2659 } 2370 }
2660} 2371}
2661
2662 2372
2663/* 2373/*
2664 * Returns pointer a static string containing gravestone text 2374 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2375 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2376 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2387 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2389 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2390 else
2681 sprintf (buf, "%s\n", &op->name); 2391 sprintf (buf, "%s\n", &op->name);
2392
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2394 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2396 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2397 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2398 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2399
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2401 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2691 { 2403 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2404 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2405 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2406 strcat (buf2, buf);
2695 } 2407 }
2408
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2409 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2411 strcat (buf2, buf);
2412
2699 return buf2; 2413 return buf2;
2700} 2414}
2701
2702
2703 2415
2704void 2416void
2705do_some_living (object *op) 2417do_some_living (object *op)
2706{ 2418{
2707 int last_food = op->stats.food; 2419 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2425 int rate_grace = 2000;
2714 const int max_hp = 1; 2426 const int max_hp = 1;
2715 const int max_sp = 1; 2427 const int max_sp = 1;
2716 const int max_grace = 1; 2428 const int max_grace = 1;
2717 2429
2718 if (op->contr->outputs_sync) 2430 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 } 2431 {
2432 op->invisible = 1000;
2433 /* the socket code flashes the player visible/invisible
2434 * depending on the value of invisible, so we need to
2435 * alternate it here for it to work correctly.
2436 */
2437 if (pticks & 2)
2438 op->invisible--;
2439 }
2440 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2441 {
2442 if (!op->invisible--)
2443 {
2444 make_visible (op);
2445 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 }
2447 }
2724 2448
2725 if (op->contr->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2726 { 2450 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2452 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2453 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2455 else
2733 { 2456 {
2734 gen_hp = op->stats.maxhp; 2457 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2459 }
2460
2737 if (op->contr->gen_sp >= 0) 2461 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2463 else
2740 { 2464 {
2741 gen_sp = op->stats.maxsp; 2465 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2467 }
2468
2744 if (op->contr->gen_grace >= 0) 2469 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2471 else
2747 { 2472 {
2748 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2475 }
2751 2476
2752 /* Regenerate Spell Points */ 2477 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2478 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2479 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2480 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) 2481 if (op->stats.sp < op->stats.maxsp)
2757 { 2482 {
2758 op->stats.sp++; 2483 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2489 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2491 op->stats.food = last_food;
2767 } 2492 }
2768 } 2493 }
2494
2769 if (max_sp > 1) 2495 if (max_sp > 1)
2770 { 2496 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2497 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2498 if (over_sp > 0)
2773 { 2499 {
2774 if (op->stats.sp < op->stats.maxsp) 2500 if (op->stats.sp < op->stats.maxsp)
2775 { 2501 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2505 op->stats.sp--;
2506
2779 if (op->stats.sp > op->stats.maxsp) 2507 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2508 op->stats.sp = op->stats.maxsp;
2781 } 2509 }
2782 op->last_sp = 0; 2510 op->last_sp = 0;
2783 } 2511 }
2784 else 2512 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2514 }
2789 else 2515 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2517 }
2794 2518
2795 /* Regenerate Grace */ 2519 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2521 if (--op->last_grace < 0)
2798 { 2522 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2523 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2801 if (max_grace > 1) 2526 if (max_grace > 1)
2802 { 2527 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2529 if (over_grace > 0)
2805 { 2530 {
2833 op->stats.food += op->contr->digestion; 2558 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2560 op->stats.food = last_food;
2836 } 2561 }
2837 } 2562 }
2563
2838 if (max_hp > 1) 2564 if (max_hp > 1)
2839 { 2565 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2567 if (over_hp > 0)
2842 { 2568 {
2866 2592
2867 if (op->contr->gen_hp > 0) 2593 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2595 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2871 /* dms do not consume food */ 2598 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2600 op->stats.food--;
2874 } 2601 }
2875 }
2876 2602
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2604 {
2879 object *tmp, *flesh = NULL; 2605 object *tmp, *flesh = 0;
2880 2606
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2608 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2614 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2616 break;
2891 } 2617 }
2892 else if (tmp->type == FLESH) 2618 else if (tmp->type == FLESH)
2893 flesh = tmp; 2619 flesh = tmp;
2894 } /* End if paid for object */ 2620 } /* End if paid for object */
2895 } /* end of for loop */ 2621 } /* end of for loop */
2622
2896 /* If player is still starving, it means they don't have any food, so 2623 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2624 * eat flesh instead.
2898 */ 2625 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2627 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2629 manual_apply (op, flesh, 0);
2903 } 2630 }
2904 } /* end if player is starving */ 2631 }
2905 2632
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2634 op->stats.food++, op->stats.hp--;
2908 2635
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2637 kill_player (op);
2638 }
2911} 2639}
2912
2913
2914 2640
2915/* If the player should die (lack of hp, food, etc), we call this. 2641/* 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 2642 * 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 2643 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2644 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2674 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..."); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2676
2951 /* restore player */ 2677 /* restore player */
2952 at = archetype::find ("poisoning"); 2678 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2680 {
2956 tmp->destroy (); 2681 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2683 }
2959 2684
2960 at = archetype::find ("confusion"); 2685 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2687 {
2964 tmp->destroy (); 2688 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2690 }
2967 2691
2969 op->stats.hp = op->stats.maxhp; 2693 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2694 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2695 op->stats.food = 999;
2972 2696
2973 /* create a bodypart-trophy to make the winner happy */ 2697 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2699 {
2977 sprintf (buf, "%s's finger", &op->name); 2700 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2701 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " 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); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2705 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2708 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2709 }
2988 2710
2989 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2713 op->contr->braced = 0;
2996 2718
2997 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
2998 2720
2999 if (op->stats.food < 0) 2721 if (op->stats.food < 0)
3000 { 2722 {
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); 2723 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2724 strcpy (op->contr->killer, "starvation");
3010 } 2725 }
3011 else 2726 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); 2727 sprintf (buf, "%s died.", &op->name);
3021 } 2728
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2730
3024 /* save the map location for corpse, gravestone */ 2731 /* save the map location for corpse, gravestone */
3025 x = op->x; 2732 x = op->x;
3026 y = op->y; 2733 y = op->y;
3027 map = op->map; 2734 map = op->map;
3028 2735
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2736 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2737 * 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. 2738 * See the config.h file for a little more in depth detail about this.
3035 */ 2739 */
3036 2740
3037 /* Basically two ways to go - remove a stat permanently, or just 2741 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2742 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2743 * of death.
3040 */ 2744 */
3041#ifndef COZY_SERVER 2745#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2746 if (settings.balanced_stat_loss)
3043 { 2747 {
3044 /* If stat loss is permanent, lose one stat only. */ 2748 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2749 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2750 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2751 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2752 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2753 little bit harder. */
3050 /* GD */ 2754 /* GD */
3051 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2756 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2757 else
3057 { 2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
3058 num_stats_lose = 1; 2761 num_stats_lose = 1;
3059 } 2762
3060 lost_a_stat = 0; 2763 lost_a_stat = 0;
3061 2764
3062 for (z = 0; z < num_stats_lose; z++) 2765 for (z = 0; z < num_stats_lose; z++)
3063 { 2766 {
3064 i = RANDOM () % NUM_STATS; 2767 i = RANDOM () % NUM_STATS;
3065 2768
3066 if (settings.stat_loss_on_death) 2769 if (settings.stat_loss_on_death)
3067 { 2770 {
3068 /* Pick a random stat and take a point off it. Tell the player 2771 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2772 * what he lost.
3070 */ 2773 */
3071 change_attr_value (&(op->stats), i, -1); 2774 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2775 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2776 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2777 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
3077 } 2792 }
3078 else 2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
3079 { 2795 {
3080 /* deplete a stat */ 2796 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2797 /* Get the stat that we're about to deplete. */
3082 object *dep; 2798 this_stat = get_attr_value (&(dep->stats), i);
3083 2799 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2800 {
3087 dep = arch_to_object (deparch); 2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2802 int keep_chance = this_stat * this_stat;
3089 } 2803
3090 lose_this_stat = 1; 2804 /* 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) 2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2810 {
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; 2811 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2812 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2813 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 } 2814 }
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 */ 2815 else
3132 if (this_stat >= -50)
3133 { 2816 {
3134 change_attr_value (&(dep->stats), i, -1); 2817 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; 2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2822 }
3140 } 2823 }
3141 } 2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
3142 } 2843 }
2844 }
2845 }
3143 /* If no stat lost, tell the player. */ 2846 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2847 if (!lost_a_stat)
3145 { 2848 {
3146 /* determine_god() seems to not work sometimes... why is this? 2849 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2850 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2851 const char *god = determine_god (op);
3149 2852
3150 if (god && (strcmp (god, "none"))) 2853 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); 2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2855 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2857 }
3155#else 2858#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2860#endif
3158 2861
3159 /* Put a gravestone up where the character 'almost' died. List the 2862 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2863 * exp loss on the stone.
3161 */ 2864 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2865 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2866 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2867 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2868 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2869 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); 2870 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; 2871 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2872 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2873 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2874
3172 /**************************************/ 2875 /**************************************/
3173 /* */ 2876 /* */
3174 /* Subtract the experience points, */ 2877 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2878 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2879 /* food, and reset HP's... */
3177 /* */ 2880 /* */
3178 /**************************************/ 2881 /**************************************/
3179 2882
3180 /* remove any poisoning and confusion the character may be suffering. */ 2883 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2884 /* restore player */
3182 at = archetype::find ("poisoning"); 2885 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2886 tmp = present_arch_in_ob (at, op);
3184 2887
3185 if (tmp) 2888 if (tmp)
3186 { 2889 {
3187 tmp->destroy (); 2890 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2892 }
3190 2893
3191 at = archetype::find ("confusion"); 2894 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2896 if (tmp)
3194 { 2897 {
3195 tmp->destroy (); 2898 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2900 }
3198 2901
3199 cure_disease (op, 0); /* remove any disease */ 2902 cure_disease (op, 0); /* remove any disease */
3200 2903
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2904 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2905 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2906 if (op->stats.food < 100)
3204 op->stats.food = 900; 2907 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2911
3209 /* 2912 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2913 * 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 2914 * and put them back in the map.
3212 * in the map. 2915 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2916 remove_unpaid_objects (op->inv, op);
3217 2917
3218 /****************************************/ 2918 /****************************************/
3219 /* */ 2919 /* */
3220 /* Move player to his current respawn- */ 2920 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2921 /* position (usually last savebed) */
3222 /* */ 2922 /* */
3223 /****************************************/ 2923 /****************************************/
3224 2924
3225 enter_player_savebed (op); 2925 enter_player_savebed (op);
3226 2926
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2927 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2928
3233 /* it is possible that the player has blown something up 2929 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2930 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2931 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2932 * on the space that might harm the player.
3237 */ 2933 */
3238 will_kill_again = 0; 2934 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2935 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2936 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2937 will_kill_again |= tmp->attacktype;
3242 2938
3243 if (will_kill_again) 2939 if (will_kill_again)
3244 { 2940 {
3245 object *force; 2941 object *force;
3246 int at; 2942 int at;
3247 2943
3248 force = get_archetype (FORCE_NAME); 2944 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2945 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2946 force->speed = 0.1;
3251 force->speed_left = -5.0; 2947 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2948 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2949 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2950 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2951 force->resist[at] = 100;
3256 2952
3257 insert_ob_in_ob (force, op); 2953 insert_ob_in_ob (force, op);
3258 fix_player (op); 2954 op->update_stats ();
3259 2955
3260 } 2956 }
3261 2957
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2958 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} 2959}
3331
3332 2960
3333void 2961void
3334loot_object (object *op) 2962loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2963{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2964 object *tmp, *tmp2, *next;
3337 2965
3338 if (op->container) 2966 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2967
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2968 for (tmp = op->inv; tmp; tmp = next)
3344 { 2969 {
3345 next = tmp->below; 2970 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2971
2972 if (tmp->invisible)
3347 continue; 2973 continue;
2974
3348 tmp->remove (); 2975 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2977
3350 if (tmp->type == CONTAINER) 2978 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2979 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2980
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2982 {
3356 if (tmp->nrof > 1) 2983 if (tmp->nrof > 1)
3357 { 2984 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2986 tmp2->destroy ();
3370/* 2997/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2998 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2999 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 3000 * was changed.
3374 */ 3001 */
3375
3376void 3002void
3377fix_weight (void) 3003fix_weight (void)
3378{ 3004{
3379 player *pl; 3005 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3006 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3007 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3008
3385 if (old == sum) 3009 if (old == sum)
3386 continue; 3010 continue;
3387 fix_player (pl->ob); 3011 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3012 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3013 }
3390} 3014}
3391 3015
3392void 3016void
3393fix_luck (void) 3017fix_luck (void)
3394{ 3018{
3395 player *pl; 3019 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3020 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3021 pl->ob->change_luck (0);
3400} 3022}
3401
3402 3023
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3024/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3025 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3026 * just treat this as any other spell casting object.
3406 */ 3027 */
3407
3408void 3028void
3409cast_dust (object *op, object *throw_ob, int dir) 3029cast_dust (object *op, object *throw_ob, int dir)
3410{ 3030{
3411 object *skop, *spob; 3031 object *skop, *spob;
3412 3032
3446 if (op->type == PLAYER) 3066 if (op->type == PLAYER)
3447 { 3067 {
3448 op->contr->tmp_invis = 0; 3068 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3069 op->contr->invis_race = 0;
3450 } 3070 }
3071
3451 update_object (op, UP_OBJ_FACE); 3072 update_object (op, UP_OBJ_CHANGE);
3452} 3073}
3453 3074
3454int 3075int
3455is_true_undead (object *op) 3076is_true_undead (object *op)
3456{ 3077{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3079 return 1;
3461 3080
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; 3081 return 0;
3468} 3082}
3469 3083
3470/* look at the surrounding terrain to determine 3084/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3085 * the hideability of this object. Positive levels
3527 3141
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3142 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3143
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3144 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3145 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3146 if (!skop || num >= skop->level)
3534 { 3147 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3148 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3149 make_visible (op);
3537 return; 3150 return;
3538 } 3151 }
3539 else 3152 else
3540 num += 20; 3153 num += 20;
3541 } 3154
3542 num += op->map->difficulty; 3155 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3156 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3157 num -= hide;
3158
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3159 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3160 {
3547 make_visible (op); 3161 make_visible (op);
3548 if (op->type == PLAYER) 3162 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3164 }
3551 else if (op->type == PLAYER && skop) 3165 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3166 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3167}
3556 3168
3557/* determine if who is standing near a hostile creature. */ 3169/* determine if who is standing near a hostile creature. */
3558 3170
3559int 3171int
3586 if (mflags & P_OUT_OF_MAP) 3198 if (mflags & P_OUT_OF_MAP)
3587 continue; 3199 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3200 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3201 continue;
3590 3202
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3203 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3204 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3205 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3206 return 1;
3595 else if (tmp->type == PLAYER) 3207 else if (tmp->type == PLAYER)
3596 { 3208 {
3626 if (pl->type != PLAYER) 3238 if (pl->type != PLAYER)
3627 { 3239 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3240 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3241 return -1;
3630 } 3242 }
3243
3631 if (!pl || !op) 3244 if (!pl || !op)
3632 return 0; 3245 return 0;
3633 3246
3634 if (op->head)
3635 {
3636 op = op->head; 3247 op = op->head_ ();
3637 } 3248
3638 get_rangevector (pl, op, &rv, 0x1); 3249 get_rangevector (pl, op, &rv, 0x1);
3639 3250
3640 /* starting with the 'head' part, lets loop 3251 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3252 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3253 * part that is in the los array but isnt on
3650 3261
3651 /* only the viewable area the player sees is updated by LOS 3262 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3263 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3264 * for any meaningful values.
3654 */ 3265 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3266 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3267 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3268 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3269 return 1;
3659 op = op->more; 3270 op = op->more;
3660 } 3271 }
3661 return 0; 3272 return 0;
3662} 3273}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3370 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3371 int i = 0, j = 0;
3761 3372
3762 /* get the appropriate treasurelist */ 3373 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3374 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3375 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3376 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3377 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3378 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3379 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3380 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3381 trlist = treasurelist::find ("dragon_ability_poison");
3771 3382
3772 if (trlist == NULL || who->type != PLAYER) 3383 if (trlist == NULL || who->type != PLAYER)
3773 return; 3384 return;
3774 3385
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3387
3777 if (tr == NULL || tr->item == NULL) 3388 if (!tr || !tr->item)
3778 { 3389 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3390 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3391 return;
3781 } 3392 }
3782 3393
3848 { 3459 {
3849 /* forces in the treasurelist can alter the player's stats */ 3460 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3461 object *skin;
3851 3462
3852 /* first get the dragon skin force */ 3463 /* first get the dragon skin force */
3464 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); 3465 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3466 ;
3467
3854 if (skin == NULL) 3468 if (!skin)
3855 return; 3469 return;
3856 3470
3857 /* adding new spellpath attunements */ 3471 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3472 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3473 {
3904 * not readied. 3518 * not readied.
3905 */ 3519 */
3906void 3520void
3907player_unready_range_ob (player *pl, object *ob) 3521player_unready_range_ob (player *pl, object *ob)
3908{ 3522{
3909 rangetype i; 3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3910 3525
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3526 if (pl->combat_ob == ob)
3912 { 3527 pl->combat_ob = 0;
3528
3913 if (pl->ranges[i] == ob) 3529 if (pl->ranged_ob == ob)
3914 { 3530 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3531}
3532
3533sint8
3534player::visibility_at (maptile *map, int x, int y) const
3535{
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550}

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