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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.122 by root, Wed May 9 11:32:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 37
77void 38void
78display_motd (const object *op) 39display_motd (const object *op)
79{ 40{
80 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
83 int comp; 44 int comp;
84 int size; 45 int size;
85 46
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 49 return;
90 } 50
91 motd[0] = '\0'; 51 motd[0] = '\0';
92 size = 0; 52 size = 0;
53
93 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
94 { 55 {
95 if (*buf == '#') 56 if (*buf == '#')
96 continue; 57 continue;
58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 60 size += strlen (buf);
99 } 61 }
62
100 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);
101 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
102} 65}
103 66
104void 67void
110 int comp; 73 int comp;
111 int size; 74 int size;
112 75
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 78 return;
117 } 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
82
120 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
121 { 84 {
122 if (*buf == '#') 85 if (*buf == '#')
123 continue; 86 continue;
87
124 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
125 { 89 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 91 break;
128 } 92 }
93
129 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 95 size += strlen (buf);
131 } 96 }
97
132 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);
133 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
134} 100}
135 101
136void 102void
144 int size; 110 int size;
145 111
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 114 return;
115
149 news[0] = '\0'; 116 news[0] = '\0';
150 subject[0] = '\0'; 117 subject[0] = '\0';
151 size = 0; 118 size = 0;
119
152 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
153 { 121 {
154 if (*buf == '#') 122 if (*buf == '#')
155 continue; 123 continue;
124
156 if (*buf == '%') 125 if (*buf == '%')
157 { /* send one news */ 126 { /* send one news */
158 if (size > 0) 127 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
161 strip_endline (subject); 131 strip_endline (subject);
162 size = 0; 132 size = 0;
163 news[0] = '\0'; 133 news[0] = '\0';
164 } 134 }
173 size += strlen (buf); 143 size += strlen (buf);
174 } 144 }
175 } 145 }
176 146
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 150}
289 151
290/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
291static void 153static void
292set_first_map (object *op) 154set_first_map (object *op)
293{ 155{
294 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
295 op->x = -1; 157 op->x = -1;
296 op->y = -1; 158 op->y = -1;
297 enter_exit (op, NULL);
298} 159}
299 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
279
280 ob->update_stats ();
281 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0);
285
286 activate ();
287
288 send_rules (ob);
289 send_news (ob);
290 display_motd (ob);
291
292 INVOKE_PLAYER (CONNECT, this);
293 INVOKE_PLAYER (LOGIN, this);
294}
295
296void
297player::disconnect ()
298{
299 if (ns)
300 {
301 if (active)
302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303
304 INVOKE_PLAYER (DISCONNECT, this);
305
306 ns->reset_stats ();
307 ns->pl = 0;
308 ns = 0;
309 }
310
311 if (ob)
312 ob->close_container (); //TODO: client-specific
313
314 deactivate ();
315}
316
317// the need for this function can be explained
318// by load_object not returning the object
319void
320player::set_object (object *op)
321{
322 ob = op;
323 ob->contr = this; /* this aren't yet in archetype */
324
325 ob->speed_left = 0.5;
326 ob->speed = 1.0;
327 ob->direction = 5; /* So player faces south */
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348}
349
350void
351player::do_destroy ()
352{
353 disconnect ();
354
355 attachable::do_destroy ();
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
300/* Tries to add player on the connection passwd in ns. 370/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 371 * All we can really get in this is some settings like host and display
302 * mode. 372 * mode.
303 */ 373 */
304 374player *
305int 375player::create ()
306add_player (client_socket *ns)
307{ 376{
308 player *p = new player; 377 player *pl = new player;
309 378
310 p->socket = ns; 379 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 380
313 p->next = first_player; 381 pl->ob->roll_stats ();
314 first_player = p; 382 pl->ob->stats.wc = 2;
383 pl->ob->run_away = 25; /* Then we panick... */
315 384
316 p = get_player (p);
317
318 set_first_map (p->ob); 385 set_first_map (pl->ob);
319 386
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 387 return pl;
328} 388}
329 389
330/* 390/*
331 * get_player_archetype() return next player archetype from archetype 391 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 392 * list. Not very efficient routine, but used only creating new players.
341 { 401 {
342 if (at == NULL || at->next == NULL) 402 if (at == NULL || at->next == NULL)
343 at = first_archetype; 403 at = first_archetype;
344 else 404 else
345 at = at->next; 405 at = at->next;
406
346 if (at->clone.type == PLAYER) 407 if (at->clone.type == PLAYER)
347 return at; 408 return at;
409
348 if (at == start) 410 if (at == start)
349 { 411 {
350 LOG (llevError, "No Player archetypes\n"); 412 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 413 exit (-1);
352 } 414 }
353 } 415 }
354} 416}
355 417
356
357object * 418object *
358get_nearest_player (object *mon) 419get_nearest_player (object *mon)
359{ 420{
360 object *op = NULL; 421 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 422 objectlink *ol;
363 unsigned lastdist; 423 unsigned lastdist;
364 rv_vector rv; 424 rv_vector rv;
365 425
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 427 {
368 /* We should not find free objects on this friendly list, but it 428 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 429 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 430 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 431 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 435 object *tmp = ol->ob;
376 436
377 /* Can't do much more other than log the fact, because the object 437 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 438 * itself will have been cleared.
379 */ 439 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
381 ol = ol->next; 442 ol = ol->next;
382 remove_friendly_object (tmp); 443 remove_friendly_object (tmp);
383 if (!ol) 444 if (!ol)
384 return op; 445 return op;
385 } 446 }
398 { 459 {
399 op = ol->ob; 460 op = ol->ob;
400 lastdist = rv.distance; 461 lastdist = rv.distance;
401 } 462 }
402 } 463 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 464
404 { 465 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 466 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 467 if (lastdist > rv.distance)
409 { 468 {
410 op = pl->ob; 469 op = pl->ob;
411 lastdist = rv.distance; 470 lastdist = rv.distance;
412 } 471 }
413 } 472
414 }
415#if 0 473#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 474 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 475#endif
418 return op; 476 return op;
419} 477}
437 * circling behaviour. Unfortunately, this function is also used to determined 495 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 496 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 497 * is probably not a good thing.
440 */ 498 */
441#define MAX_SPACES 50 499#define MAX_SPACES 50
442
443 500
444/* 501/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 502 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 503 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 504 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 535 x = mon->x;
479 y = mon->y; 536 y = mon->y;
480 m = mon->map; 537 m = mon->map;
481 dir = rv.direction; 538 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 539 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 540 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541
484 /* If we can't solve it within the search distance, return now. */ 542 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 543 if (diff > max)
486 return 0; 544 return 0;
545
487 while (diff > 1 && max > 0) 546 while (diff > 1 && max > 0)
488 { 547 {
489 lastx = x; 548 lastx = x;
490 lasty = y; 549 lasty = y;
491 lastmap = m; 550 lastmap = m;
573 max--; 632 max--;
574 lastdir = dir; 633 lastdir = dir;
575 if (!firstdir) 634 if (!firstdir)
576 firstdir = dir; 635 firstdir = dir;
577 } 636 }
637
578 if (diff <= 1) 638 if (diff <= 1)
579 { 639 {
580 /* Recalculate diff (distance) because we may not have actually 640 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 641 * headed toward player for entire distance.
582 */ 642 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 643 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 644 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 645 }
646
586 if (diff > max) 647 if (diff > max)
587 return 0; 648 return 0;
588 } 649 }
650
589 /* If we reached the max, didn't find a direction in time */ 651 /* If we reached the max, didn't find a direction in time */
590 if (!max) 652 if (!max)
591 return 0; 653 return 0;
592 654
593 return firstdir; 655 return firstdir;
686 /* Need to set up the skill pointers */ 748 /* Need to set up the skill pointers */
687 link_player_skills (pl); 749 link_player_skills (pl);
688} 750}
689 751
690void 752void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 753get_party_password (object *op, partylist *party)
775{ 754{
776 if (party == NULL) 755 if (party == NULL)
777 { 756 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 757 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 758 return;
780 } 759 }
760
781 op->contr->write_buf[0] = '\0'; 761 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 762 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 763 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 764 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 765}
786
787 766
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 767/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 768static int
790roll_stat (void) 769roll_stat (void)
791{ 770{
792 int a[4], i, j, k; 771 int a[4], i, j, k;
793 772
794 for (i = 0; i < 4; i++) 773 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 774 a[i] = (int) rndm (6) + 1;
796 775
797 for (i = 0, j = 0, k = 7; i < 4; i++) 776 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 777 if (a[i] < k)
799 k = a[i], j = i; 778 k = a[i], j = i;
800 779
801 for (i = 0, k = 0; i < 4; i++) 780 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 781 if (i != j)
804 k += a[i]; 782 k += a[i];
805 } 783
806 return k; 784 return k;
807} 785}
808 786
809void 787void
810roll_stats (object *op) 788object::roll_stats ()
811{ 789{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 790 int statsort [7];
815 791
816 do 792 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 793 {
827 while (sum < 82 || sum > 116); 794 int sum = 0;
795 for (int i = 7; i--; )
796 sum += statsort [i] = roll_stat ();
828 797
798 if (sum >= 82 && sum <= 116)
799 break;
800 }
801
829 /* Sort the stats so that rerolling is easier... */ 802 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 803 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 804
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 805 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 806 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 807 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 808 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 809 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 810 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 811 stats.Cha = statsort[6];
862 812
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 813 stats.exp = 0;
874 op->stats.ac = 0; 814 stats.ac = 0;
875 815
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
884 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
885} 828}
886 829
887void 830void
888Roll_Again (object *op) 831object::swap_stats (int a, int b)
889{ 832{
890 esrv_new_player (op->contr, 0); 833 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 834 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 835 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 836
895void 837 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
897{ 869{
898 signed char tmp;
899 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
900 871
901 if (op->contr->Swap_First == -1) 872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 876}
1016 877
1017/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1021 * not the class. 882 * not the class.
1022 */ 883 */
1023 884void
1024int 885player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 886{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 889
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 891 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
1045 893
1046 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1048 896
1049 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1050 898
1051 if (op->msg) 899 if (ob->msg)
1052 op->msg = NULL; 900 ob->msg = 0;
1053 901
1054 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1055 * to save here. 903 * to save here.
1056 */ 904 */
905 {
906 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1059 910
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 911 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 914 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1068 fix_player (op); 916 ob->update_stats ();
1069 917
1070 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1071 * is one for this race 919 * is one for this race
1072 */ 920 */
1073 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1074 { 922 {
1075 object *tmp; 923 object *tmp;
1076 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1077 925
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1079 tmp = object::create (); 927 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1085 * default initial map */ 933 * default initial map */
1086 tmp->destroy (); 934 tmp->destroy ();
1087 } 935 }
1088 else 936 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 938}
1092 return 0;
1093 }
1094 939
940void
941player::chargen_race_next ()
942{
1095 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1097 */ 945 */
1098 946
1099 tmp_loop = 0; 947 do
1100 while (!tmp_loop)
1101 { 948 {
1102 shstr name = op->name; 949 shstr name = ob->name;
1103 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1104 951
1105 remove_statbonus (op); 952 ob->remove_statbonus ();
1106 op->remove (); 953 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 956 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1112 op->x = x; 959 ob->x = x;
1113 op->y = y; 960 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 964 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 965 }
966 while (!allowed_class (ob));
1120 967
1121 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 970 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 973 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 974}
1183 975
1184void 976void
1185flee_player (object *op) 977flee_player (object *op)
1186{ 978{
1216 { 1008 {
1217 op->enemy = NULL; 1009 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1011 return;
1220 } 1012 }
1013
1221 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1222 1015
1223 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1225 { 1018 {
1226 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1227 1020
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1022 return;
1231 }
1232 } 1023 }
1024
1233 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1027 op->enemy = NULL;
1236} 1028}
1237 1029
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 1032 * stop.
1242 */ 1033 */
1243int 1034int
1244check_pick (object *op) 1035check_pick (object *op)
1245{ 1036{
1246 object *tmp, *next; 1037 object *tmp, *next;
1247 int stop = 0; 1038 int stop = 0;
1248 int j, k, wvratio; 1039 int wvratio;
1249 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1250 1041
1251 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1253 return 1; 1044 return 1;
1254 1045
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1116 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1121 }
1122
1359 /* philosophy: 1123 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1124 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1125 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1128 * example.
1365 * The drawback: right now it has no frontend, so you need to 1129 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1130 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1382 * found object is returned.
1619 */ 1383 */
1620object * 1384object *
1621find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1622{ 1386{
1623 object *tmp = NULL; 1387 object *tmp = 0;
1624 1388
1625 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1629 return op; 1393 return op;
1394
1630 return tmp; 1395 return tmp;
1631} 1396}
1632 1397
1633/* 1398/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1400 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1401 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1403 */
1639
1640object * 1404object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1406{
1643 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1475 * op = the shooter
1712 * type = bow->race 1476 * type = bow->race
1713 * dir = fire direction 1477 * dir = fire direction
1714 */ 1478 */
1715
1716object * 1479object *
1717pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1718{ 1481{
1719 object *tmp = NULL; 1482 object *tmp = NULL;
1720 maptile *m; 1483 maptile *m;
1793 if (!dir) 1556 if (!dir)
1794 { 1557 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1559 return 0;
1797 } 1560 }
1798 if (op->type == PLAYER) 1561
1799 bow = op->contr->ranges[range_bow]; 1562 if (player *pl = op->contr)
1563 {
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1800 else 1567 else
1801 { 1568 {
1802 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1571 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1576 if (!bow)
1810 { 1577 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1579 return 0;
1813 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1814 } 1589 }
1590
1815 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1816 { 1592 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1594 return 0;
1819 } 1595 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1598
1823 /* penalize ROF for bestarrow */ 1599 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1826 if (bowspeed < 1) 1603 if (bowspeed < 1)
1827 bowspeed = 1; 1604 bowspeed = 1;
1828 1605
1829 if (arrow == NULL) 1606 if (arrow == NULL)
1830 { 1607 {
1833 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1613 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1838 return 0; 1616 return 0;
1839 } 1617 }
1840 } 1618 }
1619
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1621 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1622 return 0;
1845 } 1623
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1624 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1625 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1626 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1627 return 0;
1850 } 1628 }
1856 return 0; 1634 return 0;
1857 } 1635 }
1858 1636
1859 left = arrow; /* these are arrows left to the player */ 1637 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1638 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1639 if (!arrow)
1862 { 1640 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1642 return 0;
1865 } 1643 }
1644
1866 arrow->set_owner (op); 1645 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1646 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1647 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1648
1873 if (op->type == PLAYER) 1649 if (op->type == PLAYER)
1874 { 1650 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1652 op->update_stats ();
1877 } 1653 }
1878 1654
1879 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1656
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1658 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype; 1659 arrow->stats.grace = arrow->attacktype;
1660
1883 if (arrow->slaying != NULL) 1661 if (arrow->slaying)
1884 arrow->spellarg = strdup (arrow->slaying); 1662 arrow->spellarg = strdup (arrow->slaying);
1885 1663
1886 /* Note that this was different for monsters - they got their level 1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891 1665
1892 /* update the speed */ 1666 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1667 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1669
1896 if (arrow->speed < 1.0) 1670 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1900 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1901 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1902 { 1676 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1908 } 1682 }
1909 else 1683 else
1910 { 1684 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1685 arrow->level = op->level;
1913 } 1686 arrow->stats.wc -= bow->magic;
1914 1687
1915 if (arrow->attacktype == AT_PHYSICAL) 1688 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying;
1690 }
1691
1692 arrow->stats.wc -= arrow->level;
1693
1916 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1917 1695
1918 if (bow->slaying != NULL)
1919 arrow->slaying = bow->slaying;
1920
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1698
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1927 1701
1928 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1703 move_arrow (arrow);
1930 1704
1931 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1951{ 1725{
1952 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1953 1727
1954 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1955 { 1729 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1731 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1733 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1735 wcmod = -1;
1736
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1738 }
1964 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
1965 { 1740 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1970 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1746 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 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);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1750 }
1977 else 1751 else
1978 { 1752 {
1979 /* Simple case */ 1753 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1755 }
1756
1982 return ret; 1757 return ret;
1983} 1758}
1984 1759
1985 1760
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
1988 */ 1763 */
1989void 1764void
1990fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
1991{ 1766{
1992 object *item; 1767 object *item = op->contr->ranged_ob;
1993 1768
1994 if (!op->contr->ranges[range_misc]) 1769 if (!item)
1995 { 1770 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1772 return;
1998 } 1773 }
1999 1774
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1775 if (!item->inv)
2002 { 1776 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1778 return;
2005 } 1779 }
1780
1781 op->set_weapon (item);
1782
2006 if (item->type == WAND) 1783 if (item->type == WAND)
2007 { 1784 {
2008 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2009 { 1786 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2012 return; 1790 return;
2013 } 1791 }
2014 } 1792 }
2015 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2016 { 1794 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 { 1796 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2020 if (item->type == ROD) 1799 if (item->type == ROD)
2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1801 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2024 return; 1804 return;
2025 } 1805 }
2026 } 1806 }
2027 1807
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1816
2037 if (item->arch) 1817 if (item->arch)
2038 { 1818 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2041 item->speed = 0; 1821 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1822 }
1823
2044 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1826 }
2047 } 1827 }
2048 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1829 drain_rod_charge (item);
2051 }
2052 } 1830 }
2053} 1831}
2054 1832
2055/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2056 */ 1834 */
2061 1839
2062 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2064 make_visible (op); 1842 make_visible (op);
2065 1843
2066 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2067 { 1847 {
2068 case range_none: 1848 control_golem (op->contr->golem, dir);
2069 return; 1849 return;
1850 }
2070 1851
2071 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2072 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2073 return; 1861 break;
2074 1862
2075 case range_magic: /* Casting spells */ 1863 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1865 break;
2078 1866
2079 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1876 default:
2080 fire_misc_object (op, dir); 1877 fire_misc_object (op, dir);
2081 return; 1878 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1879 }
2109} 1880}
2110
2111
2112 1881
2113/* find_key 1882/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1883 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1884 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1887 * pl is the player,
2119 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2122 */ 1891 */
2123
2124object * 1892object *
2125find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2126{ 1894{
2127 object *tmp, *key; 1895 object *tmp, *key;
2128 1896
2129 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1898 if (!container->inv)
2131 return NULL; 1899 return 0;
2132 1900
2133 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1903 {
2136 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1905 break;
2138 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2140 */ 1908 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1910 break;
2143 } 1911 }
1912
2144 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1914 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1915 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1916 * a key, return
2148 */ 1917 */
2149 if (!tmp) 1918 if (!tmp)
2150 { 1919 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1921 {
2153 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1924 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2157 return key; 1926 return key;
2158 } 1927 }
2159 } 1928 }
1929
2160 if (!tmp) 1930 if (!tmp)
2161 return NULL; 1931 return NULL;
2162 } 1932 }
1933
2163 /* We get down here if we have found a key. Now if its in a container, 1934 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1935 * see if we actually want to use it
2165 */ 1936 */
2166 if (pl != container) 1937 if (pl != container)
2167 { 1938 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1961 return NULL;
2191 } 1962 }
2192 } 1963 }
1964
2193 return tmp; 1965 return tmp;
2194} 1966}
2195 1967
2196/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1971 * 0 otherwise
2200 */ 1972 */
2201static int 1973static int
2202player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2203{ 1975{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1977 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2208 */ 1979 */
2209 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2212 if (key) 1983 if (key)
2213 { 1984 {
2214 object *container = key->env; 1985 object *container = key->env;
2215 1986
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2217 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2218 make_visible (op); 1990 make_visible (op);
1991
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2221 if (door->type == DOOR) 1995 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2226 { 1998 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228 remove_door2 (door); /* remove door without violence ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2229 } 2001 }
2002
2230 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2233 if (container != op) 2006 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2235 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2236 } 2010 }
2237 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2238 { 2012 {
2239 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2015 return 1;
2242 } 2016 }
2017
2243 return 0; 2018 return 0;
2244} 2019}
2245 2020
2246/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2251 */ 2026 */
2252
2253void 2027void
2254move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2255{ 2029{
2256 object *tmp, *mon; 2030 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2031 int on_battleground;
2259 maptile *m; 2032 maptile *m;
2260 2033
2261 nx = freearr_x[dir] + op->x; 2034 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2035 sint16 ny = freearr_y[dir] + op->y;
2263 2036
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2037 on_battleground = op_on_battleground (op, 0, 0);
2265 2038
2266 /* If braced, or can't move to the square, and it is not out of the 2039 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2040 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2041 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2042 * player. This is a pretty nasty hack, because if we could
2274 */ 2047 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2049 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2051 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2052 m = op->map->xy_find (nx, ny);
2280 if (!m) 2053 if (!m)
2281 return; /* Don't think this should happen */ 2054 return; /* Don't think this should happen */
2282 } 2055 }
2283 else 2056 else
2284 m = op->map; 2057 m = op->map;
2285 2058
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2059 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2060 return;
2290 }
2291 2061
2292 mon = NULL; 2062 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2063 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2064 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2065 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2066 * on the space
2297 */ 2067 */
2298 while (tmp != NULL) 2068 while (tmp)
2299 { 2069 {
2300 if (tmp == op) 2070 if (tmp == op)
2301 { 2071 {
2302 tmp = tmp->above; 2072 tmp = tmp->above;
2303 continue; 2073 continue;
2313 mon = tmp; 2083 mon = tmp;
2314 2084
2315 tmp = tmp->above; 2085 tmp = tmp->above;
2316 } 2086 }
2317 2087
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2088 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2089 return; /* into a wall */
2320 2090
2321 if (mon->head != NULL) 2091 if (mon->head)
2322 mon = mon->head; 2092 mon = mon->head;
2323 2093
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2094 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2095 if (player_attack_door (op, mon))
2326 return; 2096 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2119 {
2350 /* If we're braced, we don't want to switch places with it */ 2120 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2121 if (op->contr->braced)
2352 return; 2122 return;
2123
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2125 push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2127 make_visible (op);
2128
2357 return; 2129 return;
2358 } 2130 }
2359 2131
2360 /* in certain circumstances, you shouldn't attack friendly 2132 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2133 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2135 * attack them either.
2364 */ 2136 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2137 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2138 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2139#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2140 (op->contr->peaceful
2369 || (mon->type == PLAYER 2141 || (mon->type == PLAYER
2370 && mon->contr-> 2142 && mon->contr->
2371 peaceful)) && 2143 peaceful)) &&
2372#else 2144#else
2373 op->contr->peaceful && 2145 op->contr->peaceful &&
2374#endif 2146#endif
2375 !on_battleground)) 2147 !on_battleground))
2376 { 2148 {
2377 if (!op->contr->braced) 2149 if (!op->contr->braced)
2378 { 2150 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2152 push_ob (mon, dir, op);
2381 } 2153 }
2382 else 2154 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2155 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2156
2386 if (op->contr->tmp_invis || op->hide) 2157 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2158 make_visible (op);
2388 } 2159 }
2389 2160
2390 /* If the object is a boulder or other rollable object, then 2161 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2172 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2173 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2174 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2175 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2176 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2177 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2178 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2179 {
2410 2180
2411 /* If the player hasn't hit something this tick, and does 2181 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2188 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2189
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2191 }
2422 2192
2423 skill_attack (mon, op, 0, NULL, NULL); 2193 skill_attack (mon, op, 0, 0, 0);
2424 2194
2425 /* If attacking another player, that player gets automatic 2195 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2196 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2197 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2198 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2200 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2201 {
2432 short luck = mon->stats.luck; 2202 short luck = mon->stats.luck;
2433 2203
2434 mon->contr->has_hit = 1; 2204 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2205 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2206 mon->stats.luck = luck;
2437 } 2207 }
2208
2438 if (action_makes_visible (op)) 2209 if (action_makes_visible (op))
2439 make_visible (op); 2210 make_visible (op);
2440 } 2211 }
2441 } /* if player should attack something */ 2212 } /* if player should attack something */
2442} 2213}
2444int 2215int
2445move_player (object *op, int dir) 2216move_player (object *op, int dir)
2446{ 2217{
2447 int pick; 2218 int pick;
2448 2219
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2221 return 0;
2451 2222
2452 /* Sanity check: make sure dir is valid */ 2223 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2224 if ((dir < 0) || (dir >= 9))
2454 { 2225 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2226 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2227 return 0;
2457 } 2228 }
2458 2229
2459 /* peterm: added following line */ 2230 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2232 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2233
2463 op->facing = dir; 2234 op->facing = dir;
2464 2235
2465 if (op->hide) 2236 if (op->hide)
2466 do_hidden_move (op); 2237 do_hidden_move (op);
2477 2248
2478 /* Add special check for newcs players and fire on - this way, the 2249 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2250 * server can handle repeat firing.
2480 */ 2251 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2252 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2253 op->direction = dir;
2484 }
2485 else 2254 else
2486 {
2487 op->direction = 0; 2255 op->direction = 0;
2488 } 2256
2489 /* Update how the player looks. Use the facing, so direction may 2257 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2258 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2259 * for players.
2492 */ 2260 */
2493 animate_object (op, op->facing); 2261 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2270 * Returns true if there are more actions we can do.
2503 */ 2271 */
2504int 2272int
2505handle_newcs_player (object *op) 2273handle_newcs_player (object *op)
2506{ 2274{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2276 {
2529 flee_player (op); 2277 flee_player (op);
2530 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2280 {
2533 op->speed_left--; 2281 op->speed_left--;
2534 return 0; 2282 return 0;
2535 } 2283 }
2536 } 2284 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2285
2546 /* call this here - we also will call this in do_ericserver, but 2286 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2287 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2288 * called, so we recheck it here.
2549 */ 2289 */
2550 HandleClient (op->contr->socket, op->contr); 2290 if (op->contr->ns->handle_command ())
2291 return 1;
2292
2551 if (op->speed_left < 0) 2293 if (op->speed_left > 0)
2552 return 0; 2294 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2295 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2296 {
2556 /* All move commands take 1 tick, at least for now */ 2297 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2298 op->speed_left--;
2558 2299
2559 /* Instead of all the stuff below, let move_player take care 2300 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2301 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2302 * there, as well as the confusion stuff.
2562 */ 2303 */
2563 move_player (op, op->direction); 2304 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2305
2565 return 1; 2306 return op->speed_left > 0;
2566 else 2307 }
2567 return 0;
2568 } 2308 }
2569 2309
2570 return 0; 2310 return 0;
2571} 2311}
2572 2312
2592 op->stats.hp = op->stats.maxhp; 2332 op->stats.hp = op->stats.maxhp;
2593 2333
2594 if (op->stats.food < 0) 2334 if (op->stats.food < 0)
2595 op->stats.food = 999; 2335 op->stats.food = 999;
2596 2336
2597 fix_player (op); 2337 op->update_stats ();
2598 return 1; 2338 return 1;
2599 } 2339 }
2600 2340
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2341 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2342 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2350 * from.
2611 */ 2351 */
2612void 2352void
2613remove_unpaid_objects (object *op, object *env) 2353remove_unpaid_objects (object *op, object *env)
2614{ 2354{
2615 object *next;
2616
2617 while (op) 2355 while (op)
2618 { 2356 {
2619 next = op->below; /* Make sure we have a good value, in case 2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2358
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2360 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2361 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2362 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2363
2364 op->insert_at (env);
2630 } 2365 }
2631 else if (op->inv) 2366 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2367 remove_unpaid_objects (op->inv, env);
2633 2368
2634 op = next; 2369 op = next;
2635 } 2370 }
2636} 2371}
2637
2638 2372
2639/* 2373/*
2640 * Returns pointer a static string containing gravestone text 2374 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2375 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2376 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2411 strcat (buf2, buf);
2678 2412
2679 return buf2; 2413 return buf2;
2680} 2414}
2681
2682
2683 2415
2684void 2416void
2685do_some_living (object *op) 2417do_some_living (object *op)
2686{ 2418{
2687 int last_food = op->stats.food; 2419 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2425 int rate_grace = 2000;
2694 const int max_hp = 1; 2426 const int max_hp = 1;
2695 const int max_sp = 1; 2427 const int max_sp = 1;
2696 const int max_grace = 1; 2428 const int max_grace = 1;
2697 2429
2698 if (op->contr->outputs_sync) 2430 if (op->contr->hidden)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2431 {
2432 op->invisible = 1000;
2433 /* the socket code flashes the player visible/invisible
2434 * depending on the value of invisible, so we need to
2435 * alternate it here for it to work correctly.
2436 */
2437 if (pticks & 2)
2438 op->invisible--;
2439 }
2440 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2441 {
2442 if (!op->invisible--)
2443 {
2444 make_visible (op);
2445 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 }
2447 }
2704 2448
2705 if (op->contr->state == ST_PLAYING) 2449 if (op->contr->ns->state == ST_PLAYING)
2706 { 2450 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2452 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2453 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2455 else
2713 { 2456 {
2714 gen_hp = op->stats.maxhp; 2457 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2459 }
2460
2717 if (op->contr->gen_sp >= 0) 2461 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2463 else
2720 { 2464 {
2721 gen_sp = op->stats.maxsp; 2465 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2467 }
2468
2724 if (op->contr->gen_grace >= 0) 2469 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2471 else
2727 { 2472 {
2728 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2475 }
2731 2476
2732 /* Regenerate Spell Points */ 2477 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2478 if (!op->contr->golem && --op->last_sp < 0)
2734 { 2479 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp) 2481 if (op->stats.sp < op->stats.maxsp)
2737 { 2482 {
2738 op->stats.sp++; 2483 op->stats.sp++;
2744 op->stats.food += op->contr->digestion; 2489 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2491 op->stats.food = last_food;
2747 } 2492 }
2748 } 2493 }
2494
2749 if (max_sp > 1) 2495 if (max_sp > 1)
2750 { 2496 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2497 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2498 if (over_sp > 0)
2753 { 2499 {
2754 if (op->stats.sp < op->stats.maxsp) 2500 if (op->stats.sp < op->stats.maxsp)
2755 { 2501 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2505 op->stats.sp--;
2506
2759 if (op->stats.sp > op->stats.maxsp) 2507 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2508 op->stats.sp = op->stats.maxsp;
2761 } 2509 }
2762 op->last_sp = 0; 2510 op->last_sp = 0;
2763 } 2511 }
2764 else 2512 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2514 }
2769 else 2515 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2517 }
2774 2518
2775 /* Regenerate Grace */ 2519 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2521 if (--op->last_grace < 0)
2778 { 2522 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2523 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2781 if (max_grace > 1) 2526 if (max_grace > 1)
2782 { 2527 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2529 if (over_grace > 0)
2785 { 2530 {
2813 op->stats.food += op->contr->digestion; 2558 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2560 op->stats.food = last_food;
2816 } 2561 }
2817 } 2562 }
2563
2818 if (max_hp > 1) 2564 if (max_hp > 1)
2819 { 2565 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2567 if (over_hp > 0)
2822 { 2568 {
2846 2592
2847 if (op->contr->gen_hp > 0) 2593 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2595 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2851 /* dms do not consume food */ 2598 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2600 op->stats.food--;
2854 } 2601 }
2855 }
2856 2602
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2604 {
2859 object *tmp, *flesh = NULL; 2605 object *tmp, *flesh = 0;
2860 2606
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2608 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2614 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2616 break;
2871 } 2617 }
2872 else if (tmp->type == FLESH) 2618 else if (tmp->type == FLESH)
2873 flesh = tmp; 2619 flesh = tmp;
2874 } /* End if paid for object */ 2620 } /* End if paid for object */
2875 } /* end of for loop */ 2621 } /* end of for loop */
2622
2876 /* If player is still starving, it means they don't have any food, so 2623 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2624 * eat flesh instead.
2878 */ 2625 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2627 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2629 manual_apply (op, flesh, 0);
2883 } 2630 }
2884 } /* end if player is starving */ 2631 }
2885 2632
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2634 op->stats.food++, op->stats.hp--;
2888 2635
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2637 kill_player (op);
2638 }
2891} 2639}
2892
2893
2894 2640
2895/* If the player should die (lack of hp, food, etc), we call this. 2641/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2642 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2643 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2644 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2676
2931 /* restore player */ 2677 /* restore player */
2932 at = archetype::find ("poisoning"); 2678 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2680 {
2936 tmp->destroy (); 2681 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2683 }
2939 2684
2940 at = archetype::find ("confusion"); 2685 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2687 {
2944 tmp->destroy (); 2688 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2690 }
2947 2691
2949 op->stats.hp = op->stats.maxhp; 2693 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2694 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2695 op->stats.food = 999;
2952 2696
2953 /* create a bodypart-trophy to make the winner happy */ 2697 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2699 {
2957 sprintf (buf, "%s's finger", &op->name); 2700 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2701 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2705 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2706 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2708 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2709 }
2968 2710
2969 /* teleport defeated player to new destination */ 2711 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2713 op->contr->braced = 0;
2976 2718
2977 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
2978 2720
2979 if (op->stats.food < 0) 2721 if (op->stats.food < 0)
2980 { 2722 {
2981 if (op->contr->explore)
2982 {
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2985 op->stats.food = 999;
2986 return;
2987 }
2988 sprintf (buf, "%s starved to death.", &op->name); 2723 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2724 strcpy (op->contr->killer, "starvation");
2990 } 2725 }
2991 else 2726 else
2992 {
2993 if (op->contr->explore)
2994 {
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name); 2727 sprintf (buf, "%s died.", &op->name);
3001 } 2728
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2730
3004 /* save the map location for corpse, gravestone */ 2731 /* save the map location for corpse, gravestone */
3005 x = op->x; 2732 x = op->x;
3006 y = op->y; 2733 y = op->y;
3007 map = op->map; 2734 map = op->map;
3008 2735
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2736 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2737 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2738 * See the config.h file for a little more in depth detail about this.
3015 */ 2739 */
3016 2740
3017 /* Basically two ways to go - remove a stat permanently, or just 2741 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2742 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2743 * of death.
3020 */ 2744 */
3021#ifndef COZY_SERVER 2745#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2746 if (settings.balanced_stat_loss)
3023 { 2747 {
3024 /* If stat loss is permanent, lose one stat only. */ 2748 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2749 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2750 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2751 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2752 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2753 little bit harder. */
3030 /* GD */ 2754 /* GD */
3031 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2756 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2757 else
3037 { 2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
3038 num_stats_lose = 1; 2761 num_stats_lose = 1;
3039 } 2762
3040 lost_a_stat = 0; 2763 lost_a_stat = 0;
3041 2764
3042 for (z = 0; z < num_stats_lose; z++) 2765 for (z = 0; z < num_stats_lose; z++)
3043 { 2766 {
3044 i = RANDOM () % NUM_STATS; 2767 i = RANDOM () % NUM_STATS;
3045 2768
3046 if (settings.stat_loss_on_death) 2769 if (settings.stat_loss_on_death)
3047 { 2770 {
3048 /* Pick a random stat and take a point off it. Tell the player 2771 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2772 * what he lost.
3050 */ 2773 */
3051 change_attr_value (&(op->stats), i, -1); 2774 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2775 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2776 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2777 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
3057 } 2792 }
3058 else 2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
3059 { 2795 {
3060 /* deplete a stat */ 2796 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2797 /* Get the stat that we're about to deplete. */
3062 object *dep; 2798 this_stat = get_attr_value (&(dep->stats), i);
3063 2799 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2800 {
3067 dep = arch_to_object (deparch); 2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2802 int keep_chance = this_stat * this_stat;
3069 } 2803
3070 lose_this_stat = 1; 2804 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2810 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2811 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2812 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2813 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2814 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2815 else
3112 if (this_stat >= -50)
3113 { 2816 {
3114 change_attr_value (&(dep->stats), i, -1); 2817 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2822 }
3120 } 2823 }
3121 } 2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
3122 } 2843 }
2844 }
2845 }
3123 /* If no stat lost, tell the player. */ 2846 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2847 if (!lost_a_stat)
3125 { 2848 {
3126 /* determine_god() seems to not work sometimes... why is this? 2849 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2850 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2851 const char *god = determine_god (op);
3129 2852
3130 if (god && (strcmp (god, "none"))) 2853 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2855 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2857 }
3135#else 2858#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2860#endif
3138 2861
3139 /* Put a gravestone up where the character 'almost' died. List the 2862 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2863 * exp loss on the stone.
3141 */ 2864 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2865 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2866 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2867 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2868 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2869 tmp->name_pl = buf;
3147 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2870 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3148 tmp->msg = buf; 2871 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2872 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2873 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2874
3152 /**************************************/ 2875 /**************************************/
3153 /* */ 2876 /* */
3154 /* Subtract the experience points, */ 2877 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2878 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2879 /* food, and reset HP's... */
3157 /* */ 2880 /* */
3158 /**************************************/ 2881 /**************************************/
3159 2882
3160 /* remove any poisoning and confusion the character may be suffering. */ 2883 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2884 /* restore player */
3162 at = archetype::find ("poisoning"); 2885 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2886 tmp = present_arch_in_ob (at, op);
3164 2887
3165 if (tmp) 2888 if (tmp)
3166 { 2889 {
3167 tmp->destroy (); 2890 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2892 }
3170 2893
3171 at = archetype::find ("confusion"); 2894 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2896 if (tmp)
3174 { 2897 {
3175 tmp->destroy (); 2898 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2900 }
3178 2901
3179 cure_disease (op, 0); /* remove any disease */ 2902 cure_disease (op, 0); /* remove any disease */
3180 2903
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2904 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2905 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2906 if (op->stats.food < 100)
3184 op->stats.food = 900; 2907 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2911
3189 /* 2912 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2913 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2914 * and put them back in the map.
3192 * in the map. 2915 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2916 remove_unpaid_objects (op->inv, op);
3197 2917
3198 /****************************************/ 2918 /****************************************/
3199 /* */ 2919 /* */
3200 /* Move player to his current respawn- */ 2920 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2921 /* position (usually last savebed) */
3202 /* */ 2922 /* */
3203 /****************************************/ 2923 /****************************************/
3204 2924
3205 enter_player_savebed (op); 2925 enter_player_savebed (op);
3206 2926
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2927 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2928
3213 /* it is possible that the player has blown something up 2929 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2930 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2931 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2932 * on the space that might harm the player.
3217 */ 2933 */
3218 will_kill_again = 0; 2934 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2935 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2936 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2937 will_kill_again |= tmp->attacktype;
3222 2938
3223 if (will_kill_again) 2939 if (will_kill_again)
3224 { 2940 {
3225 object *force; 2941 object *force;
3226 int at; 2942 int at;
3227 2943
3228 force = get_archetype (FORCE_NAME); 2944 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2945 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2946 force->speed = 0.1;
3231 force->speed_left = -5.0; 2947 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 2948 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2949 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2950 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2951 force->resist[at] = 100;
3236 2952
3237 insert_ob_in_ob (force, op); 2953 insert_ob_in_ob (force, op);
3238 fix_player (op); 2954 op->update_stats ();
3239 2955
3240 } 2956 }
3241 2957
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2958 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2959}
3311
3312 2960
3313void 2961void
3314loot_object (object *op) 2962loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2963{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2964 object *tmp, *tmp2, *next;
3317 2965
3318 if (op->container) 2966 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2967
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2968 for (tmp = op->inv; tmp; tmp = next)
3324 { 2969 {
3325 next = tmp->below; 2970 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2971
2972 if (tmp->invisible)
3327 continue; 2973 continue;
2974
3328 tmp->remove (); 2975 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2976 tmp->x = op->x, tmp->y = op->y;
2977
3330 if (tmp->type == CONTAINER) 2978 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2979 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2980
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2982 {
3336 if (tmp->nrof > 1) 2983 if (tmp->nrof > 1)
3337 { 2984 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2986 tmp2->destroy ();
3350/* 2997/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2998 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2999 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 3000 * was changed.
3354 */ 3001 */
3355
3356void 3002void
3357fix_weight (void) 3003fix_weight (void)
3358{ 3004{
3359 player *pl; 3005 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3006 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3007 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3008
3365 if (old == sum) 3009 if (old == sum)
3366 continue; 3010 continue;
3367 fix_player (pl->ob); 3011 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3012 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3013 }
3370} 3014}
3371 3015
3372void 3016void
3373fix_luck (void) 3017fix_luck (void)
3374{ 3018{
3375 player *pl; 3019 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3020 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3021 pl->ob->change_luck (0);
3380} 3022}
3381
3382 3023
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3024/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3025 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3026 * just treat this as any other spell casting object.
3386 */ 3027 */
3387
3388void 3028void
3389cast_dust (object *op, object *throw_ob, int dir) 3029cast_dust (object *op, object *throw_ob, int dir)
3390{ 3030{
3391 object *skop, *spob; 3031 object *skop, *spob;
3392 3032
3426 if (op->type == PLAYER) 3066 if (op->type == PLAYER)
3427 { 3067 {
3428 op->contr->tmp_invis = 0; 3068 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3069 op->contr->invis_race = 0;
3430 } 3070 }
3071
3431 update_object (op, UP_OBJ_FACE); 3072 update_object (op, UP_OBJ_CHANGE);
3432} 3073}
3433 3074
3434int 3075int
3435is_true_undead (object *op) 3076is_true_undead (object *op)
3436{ 3077{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3079 return 1;
3441 3080
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3081 return 0;
3448} 3082}
3449 3083
3450/* look at the surrounding terrain to determine 3084/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3085 * the hideability of this object. Positive levels
3507 3141
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3142 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3143
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3144 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3145 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3146 if (!skop || num >= skop->level)
3514 { 3147 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3148 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3149 make_visible (op);
3517 return; 3150 return;
3518 } 3151 }
3519 else 3152 else
3520 num += 20; 3153 num += 20;
3521 } 3154
3522 num += op->map->difficulty; 3155 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3156 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3157 num -= hide;
3158
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3159 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3160 {
3527 make_visible (op); 3161 make_visible (op);
3528 if (op->type == PLAYER) 3162 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3164 }
3531 else if (op->type == PLAYER && skop) 3165 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3166 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3167}
3536 3168
3537/* determine if who is standing near a hostile creature. */ 3169/* determine if who is standing near a hostile creature. */
3538 3170
3539int 3171int
3566 if (mflags & P_OUT_OF_MAP) 3198 if (mflags & P_OUT_OF_MAP)
3567 continue; 3199 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3200 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3201 continue;
3570 3202
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3203 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3204 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3205 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3206 return 1;
3575 else if (tmp->type == PLAYER) 3207 else if (tmp->type == PLAYER)
3576 { 3208 {
3606 if (pl->type != PLAYER) 3238 if (pl->type != PLAYER)
3607 { 3239 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3240 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3241 return -1;
3610 } 3242 }
3243
3611 if (!pl || !op) 3244 if (!pl || !op)
3612 return 0; 3245 return 0;
3613 3246
3614 if (op->head)
3615 {
3616 op = op->head; 3247 op = op->head_ ();
3617 } 3248
3618 get_rangevector (pl, op, &rv, 0x1); 3249 get_rangevector (pl, op, &rv, 0x1);
3619 3250
3620 /* starting with the 'head' part, lets loop 3251 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3252 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3253 * part that is in the los array but isnt on
3630 3261
3631 /* only the viewable area the player sees is updated by LOS 3262 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3263 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3264 * for any meaningful values.
3634 */ 3265 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3266 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3267 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3268 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3269 return 1;
3639 op = op->more; 3270 op = op->more;
3640 } 3271 }
3641 return 0; 3272 return 0;
3642} 3273}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3370 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3371 int i = 0, j = 0;
3741 3372
3742 /* get the appropriate treasurelist */ 3373 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3374 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3375 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3376 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3377 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3378 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3379 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3380 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3381 trlist = treasurelist::find ("dragon_ability_poison");
3751 3382
3752 if (trlist == NULL || who->type != PLAYER) 3383 if (trlist == NULL || who->type != PLAYER)
3753 return; 3384 return;
3754 3385
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3387
3757 if (tr == NULL || tr->item == NULL) 3388 if (!tr || !tr->item)
3758 { 3389 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3390 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3391 return;
3761 } 3392 }
3762 3393
3828 { 3459 {
3829 /* forces in the treasurelist can alter the player's stats */ 3460 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3461 object *skin;
3831 3462
3832 /* first get the dragon skin force */ 3463 /* first get the dragon skin force */
3464 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3465 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3466 ;
3467
3834 if (skin == NULL) 3468 if (!skin)
3835 return; 3469 return;
3836 3470
3837 /* adding new spellpath attunements */ 3471 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3472 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3473 {
3884 * not readied. 3518 * not readied.
3885 */ 3519 */
3886void 3520void
3887player_unready_range_ob (player *pl, object *ob) 3521player_unready_range_ob (player *pl, object *ob)
3888{ 3522{
3889 rangetype i; 3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3890 3525
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3526 if (pl->combat_ob == ob)
3892 { 3527 pl->combat_ob = 0;
3528
3893 if (pl->ranges[i] == ob) 3529 if (pl->ranged_ob == ob)
3894 { 3530 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3531}
3532
3533sint8
3534player::visibility_at (maptile *map, int x, int y) const
3535{
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550}

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