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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 1.123 by root, Fri May 11 21:07:14 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 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
319/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
321 * mode. 371 * mode.
322 */ 372 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
328 377
329 p = get_player (NULL); 378 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));
332 379
333 if (p->socket.faces_sent == NULL) 380 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
335 383
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); 384 set_first_map (pl->ob);
344 385
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; 386 return pl;
353} 387}
354 388
355/* 389/*
356 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
366 { 400 {
367 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
368 at = first_archetype; 402 at = first_archetype;
369 else 403 else
370 at = at->next; 404 at = at->next;
405
371 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
372 return at; 407 return at;
408
373 if (at == start) 409 if (at == start)
374 { 410 {
375 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 412 exit (-1);
377 } 413 }
378 } 414 }
379} 415}
380 416
381
382object * 417object *
383get_nearest_player (object *mon) 418get_nearest_player (object *mon)
384{ 419{
385 object *op = NULL; 420 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 421 objectlink *ol;
388 unsigned lastdist; 422 unsigned lastdist;
389 rv_vector rv; 423 rv_vector rv;
390 424
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 426 {
393 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 434 object *tmp = ol->ob;
401 435
402 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 437 * itself will have been cleared.
404 */ 438 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
406 ol = ol->next; 441 ol = ol->next;
407 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
408 if (!ol) 443 if (!ol)
409 return op; 444 return op;
410 } 445 }
423 { 458 {
424 op = ol->ob; 459 op = ol->ob;
425 lastdist = rv.distance; 460 lastdist = rv.distance;
426 } 461 }
427 } 462 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 463
429 { 464 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
434 { 467 {
435 op = pl->ob; 468 op = pl->ob;
436 lastdist = rv.distance; 469 lastdist = rv.distance;
437 } 470 }
438 } 471
439 }
440#if 0 472#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 474#endif
443 return op; 475 return op;
444} 476}
462 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 496 * is probably not a good thing.
465 */ 497 */
466#define MAX_SPACES 50 498#define MAX_SPACES 50
467
468 499
469/* 500/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 534 x = mon->x;
504 y = mon->y; 535 y = mon->y;
505 m = mon->map; 536 m = mon->map;
506 dir = rv.direction; 537 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
509 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 542 if (diff > max)
511 return 0; 543 return 0;
544
512 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
513 { 546 {
514 lastx = x; 547 lastx = x;
515 lasty = y; 548 lasty = y;
516 lastmap = m; 549 lastmap = m;
598 max--; 631 max--;
599 lastdir = dir; 632 lastdir = dir;
600 if (!firstdir) 633 if (!firstdir)
601 firstdir = dir; 634 firstdir = dir;
602 } 635 }
636
603 if (diff <= 1) 637 if (diff <= 1)
604 { 638 {
605 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 640 * headed toward player for entire distance.
607 */ 641 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 644 }
645
611 if (diff > max) 646 if (diff > max)
612 return 0; 647 return 0;
613 } 648 }
649
614 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
615 if (!max) 651 if (!max)
616 return 0; 652 return 0;
617 653
618 return firstdir; 654 return firstdir;
711 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
712 link_player_skills (pl); 748 link_player_skills (pl);
713} 749}
714 750
715void 751void
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) 752get_party_password (object *op, partylist *party)
800{ 753{
801 if (party == NULL) 754 if (party == NULL)
802 { 755 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 757 return;
805 } 758 }
759
806 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 764}
811
812 765
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 767static int
815roll_stat (void) 768roll_stat (void)
816{ 769{
817 int a[4], i, j, k; 770 int a[4], i, j, k;
818 771
819 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
821 774
822 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 776 if (a[i] < k)
824 k = a[i], j = i; 777 k = a[i], j = i;
825 778
826 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 780 if (i != j)
829 k += a[i]; 781 k += a[i];
830 } 782
831 return k; 783 return k;
832} 784}
833 785
834void 786void
835roll_stats (object *op) 787object::roll_stats ()
836{ 788{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 789 int statsort [7];
840 790
841 do 791 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 } 792 {
852 while (sum < 82 || sum > 116); 793 int sum = 0;
794 for (int i = 7; i--; )
795 sum += statsort [i] = roll_stat ();
853 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
854 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 802 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;
862 803
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]; 804 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
887 811
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; 812 stats.exp = 0;
899 op->stats.ac = 0; 813 stats.ac = 0;
900 814
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; 815 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
909 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
910} 827}
911 828
912void 829void
913Roll_Again (object *op) 830object::swap_stats (int a, int b)
914{ 831{
915 esrv_new_player (op->contr, 0); 832 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 833 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)? "); 834 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 835
920void 836 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843
844 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats
846 stats.ac = 0;
847
848 level = 1;
849 stats.exp = 0;
850 stats.ac = 0;
851
852 stats.hp = stats.maxhp;
853 stats.sp = stats.maxsp;
854 stats.grace = stats.maxgrace;
855
856 if (contr)
857 {
858 contr->levhp[1] = 9;
859 contr->levsp[1] = 6;
860 contr->levgrace[1] = 3;
861
862 contr->orig_stats = stats;
863 }
864}
865
866static void
867start_info (object *op)
922{ 868{
923 signed char tmp;
924 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
925 870
926 if (op->contr->Swap_First == -1) 871 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); 872 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 873 //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); 874 //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} 875}
1041 876
1042/* This function takes the key that is passed, and does the 877/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 878 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 879 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 880 * separate race and class; this actually changes the RACE,
1046 * not the class. 881 * not the class.
1047 */ 882 */
1048 883void
1049int 884player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 885{
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 */ 886 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 887 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 888
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 889 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 890 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, ob, 0, 0, 0);
1070 892
1071 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, ob->contr);
1073 895
1074 op->contr->state = ST_PLAYING; 896 ob->contr->ns->state = ST_PLAYING;
1075 897
1076 if (op->msg) 898 if (ob->msg)
1077 op->msg = NULL; 899 ob->msg = 0;
1078 900
1079 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
1080 * to save here. 902 * to save here.
1081 */ 903 */
904 {
905 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 907 make_path_to_file (buf);
908 }
1084 909
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 910 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 912 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 913 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 914 esrv_send_inventory (ob, ob);
1093 fix_player (op); 915 ob->update_stats ();
1094 916
1095 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1096 * is one for this race 918 * is one for this race
1097 */ 919 */
1098 if (*first_map_ext_path) 920 if (*first_map_ext_path)
1099 { 921 {
1100 object *tmp; 922 object *tmp;
1101 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1102 924
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = object::create (); 926 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1110 * default initial map */ 932 * default initial map */
1111 tmp->destroy (); 933 tmp->destroy ();
1112 } 934 }
1113 else 935 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 937}
1117 return 0;
1118 }
1119 938
939void
940player::chargen_race_next ()
941{
1120 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
1122 */ 944 */
1123 945
1124 tmp_loop = 0; 946 do
1125 while (!tmp_loop)
1126 { 947 {
1127 shstr name = op->name; 948 shstr name = ob->name;
1128 int x = op->x, y = op->y; 949 int x = ob->x, y = ob->y;
1129 950
1130 remove_statbonus (op); 951 ob->remove_statbonus ();
1131 op->remove (); 952 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 953 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 954 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 955 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 956 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 957 ob->name = ob->name_pl = name;
1137 op->x = x; 958 ob->x = x;
1138 op->y = y; 959 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 962 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 963 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 964 }
965 while (!allowed_class (ob));
1145 966
1146 update_object (op, UP_OBJ_FACE); 967 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 969 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 970 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 971 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 972 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} 973}
1208 974
1209void 975void
1210flee_player (object *op) 976flee_player (object *op)
1211{ 977{
1241 { 1007 {
1242 op->enemy = NULL; 1008 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1009 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1010 return;
1245 } 1011 }
1012
1246 get_rangevector (op, op->enemy, &rv, 0); 1013 get_rangevector (op, op->enemy, &rv, 0);
1247 1014
1248 dir = absdir (4 + rv.direction); 1015 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1016 for (diff = 0; diff < 3; diff++)
1250 { 1017 {
1251 int m = 1 - (RANDOM () & 2); 1018 int m = 1 - (RANDOM () & 2);
1252 1019
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1020 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1021 return;
1256 }
1257 } 1022 }
1023
1258 /* Cornered, get rid of scared */ 1024 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1026 op->enemy = NULL;
1261} 1027}
1262 1028
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* 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 1030 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1031 * stop.
1267 */ 1032 */
1268int 1033int
1269check_pick (object *op) 1034check_pick (object *op)
1270{ 1035{
1271 object *tmp, *next; 1036 object *tmp, *next;
1272 int stop = 0; 1037 int stop = 0;
1273 int j, k, wvratio; 1038 int wvratio;
1274 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1275 1040
1276 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1278 return 1; 1043 return 1;
1279 1044
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1115 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 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 } 1120 }
1121
1384 /* philosophy: 1122 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1123 * 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 1124 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1126 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1127 * example.
1390 * The drawback: right now it has no frontend, so you need to 1128 * 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 1129 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1381 * found object is returned.
1644 */ 1382 */
1645object * 1383object *
1646find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1647{ 1385{
1648 object *tmp = NULL; 1386 object *tmp = 0;
1649 1387
1650 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1654 return op; 1392 return op;
1393
1655 return tmp; 1394 return tmp;
1656} 1395}
1657 1396
1658/* 1397/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * 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 1399 * 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 1400 * 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. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1402 */
1664
1665object * 1403object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1405{
1668 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1474 * op = the shooter
1737 * type = bow->race 1475 * type = bow->race
1738 * dir = fire direction 1476 * dir = fire direction
1739 */ 1477 */
1740
1741object * 1478object *
1742pick_arrow_target (object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1743{ 1480{
1744 object *tmp = NULL; 1481 object *tmp = NULL;
1745 maptile *m; 1482 maptile *m;
1818 if (!dir) 1555 if (!dir)
1819 { 1556 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1558 return 0;
1822 } 1559 }
1823 if (op->type == PLAYER) 1560
1824 bow = op->contr->ranges[range_bow]; 1561 if (player *pl = op->contr)
1562 {
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1825 else 1566 else
1826 { 1567 {
1827 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1575 if (!bow)
1835 { 1576 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1578 return 0;
1838 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1839 } 1588 }
1589
1840 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1841 { 1591 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1593 return 0;
1844 } 1594 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1597
1848 /* penalize ROF for bestarrow */ 1598 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1851 if (bowspeed < 1) 1602 if (bowspeed < 1)
1852 bowspeed = 1; 1603 bowspeed = 1;
1853 1604
1854 if (arrow == NULL) 1605 if (arrow == NULL)
1855 { 1606 {
1858 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1610 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 */ 1611 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1612 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1613 CLEAR_FLAG (op, FLAG_READY_BOW);
1614
1863 return 0; 1615 return 0;
1864 } 1616 }
1865 } 1617 }
1618
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1619 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1620 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1621 return 0;
1870 } 1622
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1623 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1624 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1625 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1626 return 0;
1875 } 1627 }
1881 return 0; 1633 return 0;
1882 } 1634 }
1883 1635
1884 left = arrow; /* these are arrows left to the player */ 1636 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1637 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1638 if (!arrow)
1887 { 1639 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1640 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1641 return 0;
1890 } 1642 }
1643
1891 arrow->set_owner (op); 1644 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1645 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1646 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1647
1898 if (op->type == PLAYER) 1648 if (op->type == PLAYER)
1899 { 1649 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1650 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1651 op->update_stats ();
1902 } 1652 }
1903 1653
1904 SET_ANIMATION (arrow, arrow->direction); 1654 SET_ANIMATION (arrow, arrow->direction);
1655
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1656 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1657 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1658 arrow->stats.grace = arrow->attacktype;
1659
1908 if (arrow->slaying != NULL) 1660 if (arrow->slaying)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1661 arrow->spellarg = strdup (arrow->slaying);
1910 1662
1911 /* Note that this was different for monsters - they got their level 1663 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 1664
1917 /* update the speed */ 1665 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1666 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; 1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1668
1921 if (arrow->speed < 1.0) 1669 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1670 arrow->speed_left = 0;
1925 1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1926 if (op->type == PLAYER) 1674 if (op->type == PLAYER)
1927 { 1675 {
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; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1678
1679 if (!arrow->slaying)
1680 arrow->slaying = op->slaying;
1933 } 1681 }
1934 else 1682 else
1935 { 1683 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1684 arrow->level = op->level;
1938 } 1685 arrow->stats.wc -= bow->magic;
1939 1686
1940 if (arrow->attacktype == AT_PHYSICAL) 1687 if (!arrow->slaying)
1688 arrow->slaying = bow->slaying;
1689 }
1690
1691 arrow->stats.wc -= arrow->level;
1692
1941 arrow->attacktype |= bow->attacktype; 1693 arrow->attacktype |= bow->attacktype;
1942 1694
1943 if (bow->slaying != NULL)
1944 arrow->slaying = bow->slaying;
1945
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1697
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1699 m->insert (arrow, sx, sy, op);
1952 1700
1953 if (!arrow->destroyed ()) 1701 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1702 move_arrow (arrow);
1955 1703
1956 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
1976{ 1724{
1977 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1978 1726
1979 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1980 { 1728 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1730 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1732 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1734 wcmod = -1;
1735
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1737 }
1989 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
1990 { 1739 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1745 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 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); 1747 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); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1749 }
2002 else 1750 else
2003 { 1751 {
2004 /* Simple case */ 1752 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1754 }
1755
2007 return ret; 1756 return ret;
2008} 1757}
2009 1758
2010 1759
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
2013 */ 1762 */
2014void 1763void
2015fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
2016{ 1765{
2017 object *item; 1766 object *item = op->contr->ranged_ob;
2018 1767
2019 if (!op->contr->ranges[range_misc]) 1768 if (!item)
2020 { 1769 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1771 return;
2023 } 1772 }
2024 1773
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1774 if (!item->inv)
2027 { 1775 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1777 return;
2030 } 1778 }
1779
1780 op->set_weapon (item);
1781
2031 if (item->type == WAND) 1782 if (item->type == WAND)
2032 { 1783 {
2033 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2034 { 1785 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 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)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2037 return; 1789 return;
2038 } 1790 }
2039 } 1791 }
2040 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2041 { 1793 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1795 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2045 if (item->type == ROD) 1798 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)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1800 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2049 return; 1803 return;
2050 } 1804 }
2051 } 1805 }
2052 1806
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2061 1815
2062 if (item->arch) 1816 if (item->arch)
2063 { 1817 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2066 item->speed = 0; 1820 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1821 }
1822
2069 if ((tmp = is_player_inv (item))) 1823 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1825 }
2072 } 1826 }
2073 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1828 drain_rod_charge (item);
2076 }
2077 } 1829 }
2078} 1830}
2079 1831
2080/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2081 */ 1833 */
2086 1838
2087 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2089 make_visible (op); 1841 make_visible (op);
2090 1842
2091 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
2092 { 1846 {
2093 case range_none: 1847 control_golem (op->contr->golem, dir);
2094 return; 1848 return;
1849 }
2095 1850
2096 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2097 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2098 return; 1860 break;
2099 1861
2100 case range_magic: /* Casting spells */ 1862 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1864 break;
2103 1865
2104 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 case SKILL_TOOL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2105 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2106 return; 1877 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 } 1878 }
2134} 1879}
2135
2136
2137 1880
2138/* find_key 1881/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1886 * pl is the player,
2144 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2147 */ 1890 */
2148
2149object * 1891object *
2150find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2151{ 1893{
2152 object *tmp, *key; 1894 object *tmp, *key;
2153 1895
2154 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1897 if (!container->inv)
2156 return NULL; 1898 return 0;
2157 1899
2158 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1902 {
2161 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1904 break;
2163 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2165 */ 1907 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1909 break;
2168 } 1910 }
1911
2169 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1915 * a key, return
2173 */ 1916 */
2174 if (!tmp) 1917 if (!tmp)
2175 { 1918 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1920 {
2178 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1923 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2182 return key; 1925 return key;
2183 } 1926 }
2184 } 1927 }
1928
2185 if (!tmp) 1929 if (!tmp)
2186 return NULL; 1930 return NULL;
2187 } 1931 }
1932
2188 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
2190 */ 1935 */
2191 if (pl != container) 1936 if (pl != container)
2192 { 1937 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1960 return NULL;
2216 } 1961 }
2217 } 1962 }
1963
2218 return tmp; 1964 return tmp;
2219} 1965}
2220 1966
2221/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1970 * 0 otherwise
2225 */ 1971 */
2226static int 1972static int
2227player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2228{ 1974{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2233 */ 1978 */
2234 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2237 if (key) 1982 if (key)
2238 { 1983 {
2239 object *container = key->env; 1984 object *container = key->env;
2240 1985
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2242 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2243 make_visible (op); 1989 make_visible (op);
1990
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2246 if (door->type == DOOR) 1994 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2251 { 1997 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2254 } 2000 }
2001
2255 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2258 if (container != op) 2005 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2260 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2261 } 2009 }
2262 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2263 { 2011 {
2264 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2014 return 1;
2267 } 2015 }
2016
2268 return 0; 2017 return 0;
2269} 2018}
2270 2019
2271/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2276 */ 2025 */
2277
2278void 2026void
2279move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2280{ 2028{
2281 object *tmp, *mon; 2029 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2030 int on_battleground;
2284 maptile *m; 2031 maptile *m;
2285 2032
2286 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2288 2035
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2290 2037
2291 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * 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 2040 * 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 2041 * player. This is a pretty nasty hack, because if we could
2299 */ 2046 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2048 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2050 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2305 if (!m) 2052 if (!m)
2306 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2307 } 2054 }
2308 else 2055 else
2309 m = op->map; 2056 m = op->map;
2310 2057
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 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; 2059 return;
2315 }
2316 2060
2317 mon = NULL; 2061 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* 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. 2063 * 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 2064 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2065 * on the space
2322 */ 2066 */
2323 while (tmp != NULL) 2067 while (tmp)
2324 { 2068 {
2325 if (tmp == op) 2069 if (tmp == op)
2326 { 2070 {
2327 tmp = tmp->above; 2071 tmp = tmp->above;
2328 continue; 2072 continue;
2338 mon = tmp; 2082 mon = tmp;
2339 2083
2340 tmp = tmp->above; 2084 tmp = tmp->above;
2341 } 2085 }
2342 2086
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2088 return; /* into a wall */
2345 2089
2346 if (mon->head != NULL) 2090 if (mon->head)
2347 mon = mon->head; 2091 mon = mon->head;
2348 2092
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2351 return; 2095 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2118 {
2375 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2120 if (op->contr->braced)
2377 return; 2121 return;
2122
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2126 make_visible (op);
2127
2382 return; 2128 return;
2383 } 2129 }
2384 2130
2385 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2134 * attack them either.
2389 */ 2135 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2139 (op->contr->peaceful
2394 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2395 && mon->contr-> 2141 && mon->contr->
2396 peaceful)) && 2142 peaceful)) &&
2397#else 2143#else
2398 op->contr->peaceful && 2144 op->contr->peaceful &&
2399#endif 2145#endif
2400 !on_battleground)) 2146 !on_battleground))
2401 { 2147 {
2402 if (!op->contr->braced) 2148 if (!op->contr->braced)
2403 { 2149 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2406 } 2152 }
2407 else 2153 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2155
2411 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2157 make_visible (op);
2413 } 2158 }
2414 2159
2415 /* If the object is a boulder or other rollable object, then 2160 /* 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 2171 * 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: 2172 * 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 2173 * 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. 2174 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2175 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 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))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2178 {
2435 2179
2436 /* If the player hasn't hit something this tick, and does 2180 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2187 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2188
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2189 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2190 }
2447 2191
2448 skill_attack (mon, op, 0, NULL, NULL); 2192 skill_attack (mon, op, 0, 0, 0);
2449 2193
2450 /* If attacking another player, that player gets automatic 2194 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2195 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2196 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2197 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2199 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2200 {
2457 short luck = mon->stats.luck; 2201 short luck = mon->stats.luck;
2458 2202
2459 mon->contr->has_hit = 1; 2203 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2204 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2205 mon->stats.luck = luck;
2462 } 2206 }
2207
2463 if (action_makes_visible (op)) 2208 if (action_makes_visible (op))
2464 make_visible (op); 2209 make_visible (op);
2465 } 2210 }
2466 } /* if player should attack something */ 2211 } /* if player should attack something */
2467} 2212}
2469int 2214int
2470move_player (object *op, int dir) 2215move_player (object *op, int dir)
2471{ 2216{
2472 int pick; 2217 int pick;
2473 2218
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2219 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2220 return 0;
2476 2221
2477 /* Sanity check: make sure dir is valid */ 2222 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2223 if ((dir < 0) || (dir >= 9))
2479 { 2224 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2225 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2226 return 0;
2482 } 2227 }
2483 2228
2484 /* peterm: added following line */ 2229 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2230 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2231 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2232
2488 op->facing = dir; 2233 op->facing = dir;
2489 2234
2490 if (op->hide) 2235 if (op->hide)
2491 do_hidden_move (op); 2236 do_hidden_move (op);
2502 2247
2503 /* Add special check for newcs players and fire on - this way, the 2248 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2249 * server can handle repeat firing.
2505 */ 2250 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2251 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2252 op->direction = dir;
2509 }
2510 else 2253 else
2511 {
2512 op->direction = 0; 2254 op->direction = 0;
2513 } 2255
2514 /* Update how the player looks. Use the facing, so direction may 2256 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2257 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2258 * for players.
2517 */ 2259 */
2518 animate_object (op, op->facing); 2260 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2269 * Returns true if there are more actions we can do.
2528 */ 2270 */
2529int 2271int
2530handle_newcs_player (object *op) 2272handle_newcs_player (object *op)
2531{ 2273{
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)) 2274 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2275 {
2554 flee_player (op); 2276 flee_player (op);
2555 /* If player is still scared, that is his action for this tick */ 2277 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2279 {
2558 op->speed_left--; 2280 op->speed_left--;
2559 return 0; 2281 return 0;
2560 } 2282 }
2561 } 2283 }
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 2284
2571 /* call this here - we also will call this in do_ericserver, but 2285 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2286 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2287 * called, so we recheck it here.
2574 */ 2288 */
2575 HandleClient (&op->contr->socket, op->contr); 2289 if (op->contr->ns->handle_command ())
2290 return 1;
2291
2576 if (op->speed_left < 0) 2292 if (op->speed_left > 0)
2577 return 0; 2293 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2294 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2295 {
2581 /* All move commands take 1 tick, at least for now */ 2296 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2297 op->speed_left--;
2583 2298
2584 /* Instead of all the stuff below, let move_player take care 2299 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2300 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2301 * there, as well as the confusion stuff.
2587 */ 2302 */
2588 move_player (op, op->direction); 2303 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2304
2590 return 1; 2305 return op->speed_left > 0;
2591 else 2306 }
2592 return 0;
2593 } 2307 }
2308
2594 return 0; 2309 return 0;
2595} 2310}
2596 2311
2597int 2312int
2598save_life (object *op) 2313save_life (object *op)
2599{ 2314{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2315 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2316 return 0;
2604 2317
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2318 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2319 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2320 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2321 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)); 2322 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2323
2618 op->stats.hp = op->stats.maxhp; 2331 op->stats.hp = op->stats.maxhp;
2619 2332
2620 if (op->stats.food < 0) 2333 if (op->stats.food < 0)
2621 op->stats.food = 999; 2334 op->stats.food = 999;
2622 2335
2623 fix_player (op); 2336 op->update_stats ();
2624 return 1; 2337 return 1;
2625 } 2338 }
2339
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2340 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2342 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2343 return 0;
2630} 2344}
2635 * from. 2349 * from.
2636 */ 2350 */
2637void 2351void
2638remove_unpaid_objects (object *op, object *env) 2352remove_unpaid_objects (object *op, object *env)
2639{ 2353{
2640 object *next;
2641
2642 while (op) 2354 while (op)
2643 { 2355 {
2644 next = op->below; /* Make sure we have a good value, in case 2356 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2357
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2358 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2359 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2360 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2361 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2362
2363 op->insert_at (env);
2655 } 2364 }
2656 else if (op->inv) 2365 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2366 remove_unpaid_objects (op->inv, env);
2367
2658 op = next; 2368 op = next;
2659 } 2369 }
2660} 2370}
2661
2662 2371
2663/* 2372/*
2664 * Returns pointer a static string containing gravestone text 2373 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2374 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2375 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2386 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2388 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2389 else
2681 sprintf (buf, "%s\n", &op->name); 2390 sprintf (buf, "%s\n", &op->name);
2391
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2393 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2394 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2395 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2396 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2397 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2398
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2399 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2400 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2691 { 2402 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2403 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2404 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2405 strcat (buf2, buf);
2695 } 2406 }
2407
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2408 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2409 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2410 strcat (buf2, buf);
2411
2699 return buf2; 2412 return buf2;
2700} 2413}
2701
2702
2703 2414
2704void 2415void
2705do_some_living (object *op) 2416do_some_living (object *op)
2706{ 2417{
2707 int last_food = op->stats.food; 2418 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2424 int rate_grace = 2000;
2714 const int max_hp = 1; 2425 const int max_hp = 1;
2715 const int max_sp = 1; 2426 const int max_sp = 1;
2716 const int max_grace = 1; 2427 const int max_grace = 1;
2717 2428
2718 if (op->contr->outputs_sync) 2429 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 } 2430 {
2431 op->invisible = 1000;
2432 /* the socket code flashes the player visible/invisible
2433 * depending on the value of invisible, so we need to
2434 * alternate it here for it to work correctly.
2435 */
2436 if (pticks & 2)
2437 op->invisible--;
2438 }
2439 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2440 {
2441 if (!op->invisible--)
2442 {
2443 make_visible (op);
2444 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2445 }
2446 }
2724 2447
2725 if (op->contr->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2726 { 2449 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2452 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2454 else
2733 { 2455 {
2734 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2458 }
2459
2737 if (op->contr->gen_sp >= 0) 2460 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2462 else
2740 { 2463 {
2741 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2466 }
2467
2744 if (op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2470 else
2747 { 2471 {
2748 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2474 }
2751 2475
2752 /* Regenerate Spell Points */ 2476 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2477 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2478 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2479 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) 2480 if (op->stats.sp < op->stats.maxsp)
2757 { 2481 {
2758 op->stats.sp++; 2482 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2490 op->stats.food = last_food;
2767 } 2491 }
2768 } 2492 }
2493
2769 if (max_sp > 1) 2494 if (max_sp > 1)
2770 { 2495 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2496 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2497 if (over_sp > 0)
2773 { 2498 {
2774 if (op->stats.sp < op->stats.maxsp) 2499 if (op->stats.sp < op->stats.maxsp)
2775 { 2500 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2504 op->stats.sp--;
2505
2779 if (op->stats.sp > op->stats.maxsp) 2506 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2507 op->stats.sp = op->stats.maxsp;
2781 } 2508 }
2782 op->last_sp = 0; 2509 op->last_sp = 0;
2783 } 2510 }
2784 else 2511 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2513 }
2789 else 2514 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2516 }
2794 2517
2795 /* Regenerate Grace */ 2518 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2520 if (--op->last_grace < 0)
2798 { 2521 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2522 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2801 if (max_grace > 1) 2525 if (max_grace > 1)
2802 { 2526 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2528 if (over_grace > 0)
2805 { 2529 {
2833 op->stats.food += op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2559 op->stats.food = last_food;
2836 } 2560 }
2837 } 2561 }
2562
2838 if (max_hp > 1) 2563 if (max_hp > 1)
2839 { 2564 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2566 if (over_hp > 0)
2842 { 2567 {
2866 2591
2867 if (op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2594 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2871 /* dms do not consume food */ 2597 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2599 op->stats.food--;
2874 } 2600 }
2875 }
2876 2601
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2603 {
2879 object *tmp, *flesh = NULL; 2604 object *tmp, *flesh = 0;
2880 2605
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2607 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2609 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2613 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2615 break;
2891 } 2616 }
2892 else if (tmp->type == FLESH) 2617 else if (tmp->type == FLESH)
2893 flesh = tmp; 2618 flesh = tmp;
2894 } /* End if paid for object */ 2619 } /* End if paid for object */
2895 } /* end of for loop */ 2620 } /* end of for loop */
2621
2896 /* If player is still starving, it means they don't have any food, so 2622 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2623 * eat flesh instead.
2898 */ 2624 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2626 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2628 manual_apply (op, flesh, 0);
2903 } 2629 }
2904 } /* end if player is starving */ 2630 }
2905 2631
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2908 2634
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2636 kill_player (op);
2637 }
2911} 2638}
2912
2913
2914 2639
2915/* If the player should die (lack of hp, food, etc), we call this. 2640/* 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 2641 * 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 2642 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2643 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2673 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..."); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2675
2951 /* restore player */ 2676 /* restore player */
2952 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2679 {
2956 tmp->destroy (); 2680 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2682 }
2959 2683
2960 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2686 {
2964 tmp->destroy (); 2687 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2689 }
2967 2690
2969 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2694 op->stats.food = 999;
2972 2695
2973 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2698 {
2977 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2700 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " 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); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2704 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2708 }
2988 2709
2989 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2712 op->contr->braced = 0;
2996 2717
2997 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2998 2719
2999 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
3000 { 2721 {
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); 2722 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
3010 } 2724 }
3011 else 2725 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); 2726 sprintf (buf, "%s died.", &op->name);
3021 } 2727
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2729
3024 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
3025 x = op->x; 2731 x = op->x;
3026 y = op->y; 2732 y = op->y;
3027 map = op->map; 2733 map = op->map;
3028 2734
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2736 * 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. 2737 * See the config.h file for a little more in depth detail about this.
3035 */ 2738 */
3036 2739
3037 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2742 * of death.
3040 */ 2743 */
3041#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2745 if (settings.balanced_stat_loss)
3043 { 2746 {
3044 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2748 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2749 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2752 little bit harder. */
3050 /* GD */ 2753 /* GD */
3051 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2755 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2756 else
3057 { 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
3058 num_stats_lose = 1; 2760 num_stats_lose = 1;
3059 } 2761
3060 lost_a_stat = 0; 2762 lost_a_stat = 0;
3061 2763
3062 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
3063 { 2765 {
3064 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
3065 2767
3066 if (settings.stat_loss_on_death) 2768 if (settings.stat_loss_on_death)
3067 { 2769 {
3068 /* Pick a random stat and take a point off it. Tell the player 2770 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2771 * what he lost.
3070 */ 2772 */
3071 change_attr_value (&(op->stats), i, -1); 2773 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2774 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2778 lost_a_stat = 1;
2779 }
2780 else
2781 {
2782 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion");
2784 object *dep;
2785
2786 dep = present_arch_in_ob (deparch, op);
2787 if (!dep)
2788 {
2789 dep = arch_to_object (deparch);
2790 insert_ob_in_ob (dep, op);
3077 } 2791 }
3078 else 2792 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss)
3079 { 2794 {
3080 /* deplete a stat */ 2795 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2796 /* Get the stat that we're about to deplete. */
3082 object *dep; 2797 this_stat = get_attr_value (&(dep->stats), i);
3083 2798 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2799 {
3087 dep = arch_to_object (deparch); 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2801 int keep_chance = this_stat * this_stat;
3089 } 2802
3090 lose_this_stat = 1; 2803 /* 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) 2804 if (keep_chance < 1)
2805 keep_chance = 1;
2806
2807 /* There is a maximum depletion total per level. */
2808 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2809 {
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; 2810 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2812 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 } 2813 }
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 */ 2814 else
3132 if (this_stat >= -50)
3133 { 2815 {
3134 change_attr_value (&(dep->stats), i, -1); 2816 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; 2817 lose_this_stat = 0;
2818 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819 this_stat, keep_chance, loss_chance,
2820 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2821 }
3140 } 2822 }
3141 } 2823 }
2824
2825 if (lose_this_stat)
2826 {
2827 this_stat = get_attr_value (&(dep->stats), i);
2828 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a
2832 * difference.
2833 */
2834 if (this_stat >= -50)
2835 {
2836 change_attr_value (&(dep->stats), i, -1);
2837 SET_FLAG (dep, FLAG_APPLIED);
2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839 op->update_stats ();
2840 lost_a_stat = 1;
2841 }
3142 } 2842 }
2843 }
2844 }
3143 /* If no stat lost, tell the player. */ 2845 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2846 if (!lost_a_stat)
3145 { 2847 {
3146 /* determine_god() seems to not work sometimes... why is this? 2848 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2849 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2850 const char *god = determine_god (op);
3149 2851
3150 if (god && (strcmp (god, "none"))) 2852 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); 2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2854 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2856 }
3155#else 2857#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2859#endif
3158 2860
3159 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2862 * exp loss on the stone.
3161 */ 2863 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2866 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2868 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); 2869 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; 2870 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2871 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2873
3172 /**************************************/ 2874 /**************************************/
3173 /* */ 2875 /* */
3174 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
3177 /* */ 2879 /* */
3178 /**************************************/ 2880 /**************************************/
3179 2881
3180 /* remove any poisoning and confusion the character may be suffering. */ 2882 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2883 /* restore player */
3182 at = archetype::find ("poisoning"); 2884 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
3184 2886
3185 if (tmp) 2887 if (tmp)
3186 { 2888 {
3187 tmp->destroy (); 2889 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2891 }
3190 2892
3191 at = archetype::find ("confusion"); 2893 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2895 if (tmp)
3194 { 2896 {
3195 tmp->destroy (); 2897 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2899 }
3198 2900
3199 cure_disease (op, 0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
3200 2902
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2904 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2905 if (op->stats.food < 100)
3204 op->stats.food = 900; 2906 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2910
3209 /* 2911 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2912 * 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 2913 * and put them back in the map.
3212 * in the map. 2914 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3217 2916
3218 /****************************************/ 2917 /****************************************/
3219 /* */ 2918 /* */
3220 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3222 /* */ 2921 /* */
3223 /****************************************/ 2922 /****************************************/
3224 2923
3225 enter_player_savebed (op); 2924 enter_player_savebed (op);
3226 2925
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2926 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2927
3233 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2931 * on the space that might harm the player.
3237 */ 2932 */
3238 will_kill_again = 0; 2933 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2934 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
3242 2937
3243 if (will_kill_again) 2938 if (will_kill_again)
3244 { 2939 {
3245 object *force; 2940 object *force;
3246 int at; 2941 int at;
3247 2942
3248 force = get_archetype (FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2945 force->speed = 0.1;
3251 force->speed_left = -5.0; 2946 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2948 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2950 force->resist[at] = 100;
3256 2951
3257 insert_ob_in_ob (force, op); 2952 insert_ob_in_ob (force, op);
3258 fix_player (op); 2953 op->update_stats ();
3259 2954
3260 } 2955 }
3261 2956
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2957 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} 2958}
3331
3332 2959
3333void 2960void
3334loot_object (object *op) 2961loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3337 2964
3338 if (op->container) 2965 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2966
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3344 { 2968 {
3345 next = tmp->below; 2969 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2970
2971 if (tmp->invisible)
3347 continue; 2972 continue;
2973
3348 tmp->remove (); 2974 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3350 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2979
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2981 {
3356 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3357 { 2983 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2985 tmp2->destroy ();
3370/* 2996/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2999 * was changed.
3374 */ 3000 */
3375
3376void 3001void
3377fix_weight (void) 3002fix_weight (void)
3378{ 3003{
3379 player *pl; 3004 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3005 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3007
3385 if (old == sum) 3008 if (old == sum)
3386 continue; 3009 continue;
3387 fix_player (pl->ob); 3010 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3012 }
3390} 3013}
3391 3014
3392void 3015void
3393fix_luck (void) 3016fix_luck (void)
3394{ 3017{
3395 player *pl; 3018 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3019 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3020 pl->ob->change_luck (0);
3400} 3021}
3401
3402 3022
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3406 */ 3026 */
3407
3408void 3027void
3409cast_dust (object *op, object *throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3410{ 3029{
3411 object *skop, *spob; 3030 object *skop, *spob;
3412 3031
3446 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3447 { 3066 {
3448 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3450 } 3069 }
3070
3451 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3452} 3072}
3453 3073
3454int 3074int
3455is_true_undead (object *op) 3075is_true_undead (object *op)
3456{ 3076{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3078 return 1;
3461 3079
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; 3080 return 0;
3468} 3081}
3469 3082
3470/* look at the surrounding terrain to determine 3083/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3084 * the hideability of this object. Positive levels
3527 3140
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3142
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3534 { 3146 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3147 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3148 make_visible (op);
3537 return; 3149 return;
3538 } 3150 }
3539 else 3151 else
3540 num += 20; 3152 num += 20;
3541 } 3153
3542 num += op->map->difficulty; 3154 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3156 num -= hide;
3157
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3159 {
3547 make_visible (op); 3160 make_visible (op);
3548 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3163 }
3551 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3166}
3556 3167
3557/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3558 3169
3559int 3170int
3586 if (mflags & P_OUT_OF_MAP) 3197 if (mflags & P_OUT_OF_MAP)
3587 continue; 3198 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3199 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3200 continue;
3590 3201
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3202 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3203 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3204 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3205 return 1;
3595 else if (tmp->type == PLAYER) 3206 else if (tmp->type == PLAYER)
3596 { 3207 {
3626 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3627 { 3238 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3240 return -1;
3630 } 3241 }
3242
3631 if (!pl || !op) 3243 if (!pl || !op)
3632 return 0; 3244 return 0;
3633 3245
3634 if (op->head)
3635 {
3636 op = op->head; 3246 op = op->head_ ();
3637 } 3247
3638 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3639 3249
3640 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3251 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3650 3260
3651 /* only the viewable area the player sees is updated by LOS 3261 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3262 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3263 * for any meaningful values.
3654 */ 3264 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3268 return 1;
3659 op = op->more; 3269 op = op->more;
3660 } 3270 }
3661 return 0; 3271 return 0;
3662} 3272}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3370 int i = 0, j = 0;
3761 3371
3762 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3771 3381
3772 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3773 return; 3383 return;
3774 3384
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3386
3777 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3778 { 3388 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3390 return;
3781 } 3391 }
3782 3392
3848 { 3458 {
3849 /* forces in the treasurelist can alter the player's stats */ 3459 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3460 object *skin;
3851 3461
3852 /* first get the dragon skin force */ 3462 /* first get the dragon skin force */
3463 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); 3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3465 ;
3466
3854 if (skin == NULL) 3467 if (!skin)
3855 return; 3468 return;
3856 3469
3857 /* adding new spellpath attunements */ 3470 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3471 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3472 {
3904 * not readied. 3517 * not readied.
3905 */ 3518 */
3906void 3519void
3907player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3908{ 3521{
3909 rangetype i; 3522 if (pl->ob->current_weapon == ob)
3523 pl->ob->current_weapon = 0;
3910 3524
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3525 if (pl->combat_ob == ob)
3912 { 3526 pl->combat_ob = 0;
3527
3913 if (pl->ranges[i] == ob) 3528 if (pl->ranged_ob == ob)
3914 { 3529 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3530}
3531
3532sint8
3533player::visibility_at (maptile *map, int x, int y) const
3534{
3535 if (!ns)
3536 return 0;
3537
3538 int dx, dy;
3539 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3540 return 0;
3541
3542 x += dx - ns->current_x + ns->mapx / 2;
3543 y += dy - ns->current_y + ns->mapy / 2;
3544
3545 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3546 return 0;
3547
3548 return 100 - blocked_los [x][y];
3549}

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