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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 1.125 by root, Fri May 11 21:28:40 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 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
300/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
302 * mode. 371 * mode.
303 */ 372 */
304 373player *
305int 374player::create ()
306add_player (client_socket *ns)
307{ 375{
308 player *p = new player; 376 player *pl = new player;
309 377
310 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 379
313 p->next = first_player; 380 pl->ob->roll_stats ();
314 first_player = p; 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
315 383
316 p = get_player (p);
317
318 set_first_map (p->ob); 384 set_first_map (pl->ob);
319 385
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; 386 return pl;
328} 387}
329 388
330/* 389/*
331 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
341 { 400 {
342 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
343 at = first_archetype; 402 at = first_archetype;
344 else 403 else
345 at = at->next; 404 at = at->next;
405
346 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
347 return at; 407 return at;
408
348 if (at == start) 409 if (at == start)
349 { 410 {
350 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 412 exit (-1);
352 } 413 }
353 } 414 }
354} 415}
355 416
356
357object * 417object *
358get_nearest_player (object *mon) 418get_nearest_player (object *mon)
359{ 419{
360 object *op = NULL; 420 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 421 objectlink *ol;
363 unsigned lastdist; 422 unsigned lastdist;
364 rv_vector rv; 423 rv_vector rv;
365 424
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 426 {
368 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 434 object *tmp = ol->ob;
376 435
377 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 437 * itself will have been cleared.
379 */ 438 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
381 ol = ol->next; 441 ol = ol->next;
382 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
383 if (!ol) 443 if (!ol)
384 return op; 444 return op;
385 } 445 }
398 { 458 {
399 op = ol->ob; 459 op = ol->ob;
400 lastdist = rv.distance; 460 lastdist = rv.distance;
401 } 461 }
402 } 462 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 463
404 { 464 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
409 { 467 {
410 op = pl->ob; 468 op = pl->ob;
411 lastdist = rv.distance; 469 lastdist = rv.distance;
412 } 470 }
413 } 471
414 }
415#if 0 472#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 474#endif
418 return op; 475 return op;
419} 476}
437 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 496 * is probably not a good thing.
440 */ 497 */
441#define MAX_SPACES 50 498#define MAX_SPACES 50
442
443 499
444/* 500/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 534 x = mon->x;
479 y = mon->y; 535 y = mon->y;
480 m = mon->map; 536 m = mon->map;
481 dir = rv.direction; 537 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
484 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 542 if (diff > max)
486 return 0; 543 return 0;
544
487 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
488 { 546 {
489 lastx = x; 547 lastx = x;
490 lasty = y; 548 lasty = y;
491 lastmap = m; 549 lastmap = m;
573 max--; 631 max--;
574 lastdir = dir; 632 lastdir = dir;
575 if (!firstdir) 633 if (!firstdir)
576 firstdir = dir; 634 firstdir = dir;
577 } 635 }
636
578 if (diff <= 1) 637 if (diff <= 1)
579 { 638 {
580 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 640 * headed toward player for entire distance.
582 */ 641 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 644 }
645
586 if (diff > max) 646 if (diff > max)
587 return 0; 647 return 0;
588 } 648 }
649
589 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
590 if (!max) 651 if (!max)
591 return 0; 652 return 0;
592 653
593 return firstdir; 654 return firstdir;
686 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
687 link_player_skills (pl); 748 link_player_skills (pl);
688} 749}
689 750
690void 751void
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) 752get_party_password (object *op, partylist *party)
775{ 753{
776 if (party == NULL) 754 if (party == NULL)
777 { 755 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 757 return;
780 } 758 }
759
781 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 764}
786
787 765
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 767static int
790roll_stat (void) 768roll_stat (void)
791{ 769{
792 int a[4], i, j, k; 770 int a[4], i, j, k;
793 771
794 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
796 774
797 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 776 if (a[i] < k)
799 k = a[i], j = i; 777 k = a[i], j = i;
800 778
801 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 780 if (i != j)
804 k += a[i]; 781 k += a[i];
805 } 782
806 return k; 783 return k;
807} 784}
808 785
809void 786void
810roll_stats (object *op) 787object::roll_stats ()
811{ 788{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 789 int statsort [7];
815 790
816 do 791 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 } 792 {
827 while (sum < 82 || sum > 116); 793 int sum = 0;
794 for (int i = 7; i--; )
795 sum += statsort [i] = roll_stat ();
828 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
829 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 802 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;
837 803
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]; 804 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
862 811
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; 812 stats.exp = 0;
874 op->stats.ac = 0; 813 stats.ac = 0;
875 814
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; 815 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
884 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
885} 827}
886 828
887void 829void
888Roll_Again (object *op) 830object::swap_stats (int a, int b)
889{ 831{
890 esrv_new_player (op->contr, 0); 832 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 833 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)? "); 834 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 835
895void 836 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843
844 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats
846 stats.ac = 0;
847
848 level = 1;
849 stats.exp = 0;
850 stats.ac = 0;
851
852 stats.hp = stats.maxhp;
853 stats.sp = stats.maxsp;
854 stats.grace = stats.maxgrace;
855
856 if (contr)
857 {
858 contr->levhp[1] = 9;
859 contr->levsp[1] = 6;
860 contr->levgrace[1] = 3;
861
862 contr->orig_stats = stats;
863 }
864}
865
866static void
867start_info (object *op)
897{ 868{
898 signed char tmp;
899 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
900 870
901 if (op->contr->Swap_First == -1) 871 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); 872 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 873 //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); 874 //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} 875}
1016 876
1017/* This function takes the key that is passed, and does the 877/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 878 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 879 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 880 * separate race and class; this actually changes the RACE,
1021 * not the class. 881 * not the class.
1022 */ 882 */
1023 883void
1024int 884player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 885{
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 */ 886 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 887 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 888
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 889 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 890 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, ob, 0, 0, 0);
1045 892
1046 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, ob->contr);
1048 895
1049 op->contr->state = ST_PLAYING; 896 ob->contr->ns->state = ST_PLAYING;
1050 897
1051 if (op->msg) 898 if (ob->msg)
1052 op->msg = NULL; 899 ob->msg = 0;
1053 900
1054 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
1055 * to save here. 902 * to save here.
1056 */ 903 */
904 {
905 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 907 make_path_to_file (buf);
908 }
1059 909
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 910 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 912 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 913 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 914 esrv_send_inventory (ob, ob);
1068 fix_player (op); 915 ob->update_stats ();
1069 916
1070 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1071 * is one for this race 918 * is one for this race
1072 */ 919 */
1073 if (*first_map_ext_path) 920 if (*first_map_ext_path)
1074 { 921 {
1075 object *tmp; 922 object *tmp;
1076 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1077 924
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1079 tmp = object::create (); 926 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1085 * default initial map */ 932 * default initial map */
1086 tmp->destroy (); 933 tmp->destroy ();
1087 } 934 }
1088 else 935 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 937}
1092 return 0;
1093 }
1094 938
939void
940player::chargen_race_next ()
941{
1095 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
1097 */ 944 */
1098 945
1099 tmp_loop = 0; 946 do
1100 while (!tmp_loop)
1101 { 947 {
1102 shstr name = op->name; 948 shstr name = ob->name;
1103 int x = op->x, y = op->y; 949 int x = ob->x, y = ob->y;
1104 950
1105 remove_statbonus (op); 951 ob->remove_statbonus ();
1106 op->remove (); 952 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 953 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 954 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 955 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 956 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 957 ob->name = ob->name_pl = name;
1112 op->x = x; 958 ob->x = x;
1113 op->y = y; 959 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 962 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 963 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 964 }
965 while (!allowed_class (ob));
1120 966
1121 update_object (op, UP_OBJ_FACE); 967 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 969 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 970 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 971 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 972 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} 973}
1183 974
1184void 975void
1185flee_player (object *op) 976flee_player (object *op)
1186{ 977{
1216 { 1007 {
1217 op->enemy = NULL; 1008 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1009 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1010 return;
1220 } 1011 }
1012
1221 get_rangevector (op, op->enemy, &rv, 0); 1013 get_rangevector (op, op->enemy, &rv, 0);
1222 1014
1223 dir = absdir (4 + rv.direction); 1015 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1016 for (diff = 0; diff < 3; diff++)
1225 { 1017 {
1226 int m = 1 - (RANDOM () & 2); 1018 int m = 1 - (RANDOM () & 2);
1227 1019
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1020 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1021 return;
1231 }
1232 } 1022 }
1023
1233 /* Cornered, get rid of scared */ 1024 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1026 op->enemy = NULL;
1236} 1027}
1237 1028
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 1030 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 1031 * stop.
1242 */ 1032 */
1243int 1033int
1244check_pick (object *op) 1034check_pick (object *op)
1245{ 1035{
1246 object *tmp, *next; 1036 object *tmp, *next;
1247 int stop = 0; 1037 int stop = 0;
1248 int j, k, wvratio; 1038 int wvratio;
1249 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1250 1040
1251 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1253 return 1; 1043 return 1;
1254 1044
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1115 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 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 } 1120 }
1121
1359 /* philosophy: 1122 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1123 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1124 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1126 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1127 * example.
1365 * The drawback: right now it has no frontend, so you need to 1128 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1129 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1381 * found object is returned.
1619 */ 1382 */
1620object * 1383object *
1621find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1622{ 1385{
1623 object *tmp = NULL; 1386 object *tmp = 0;
1624 1387
1625 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1629 return op; 1392 return op;
1393
1630 return tmp; 1394 return tmp;
1631} 1395}
1632 1396
1633/* 1397/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1399 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1400 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1402 */
1639
1640object * 1403object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1405{
1643 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1474 * op = the shooter
1712 * type = bow->race 1475 * type = bow->race
1713 * dir = fire direction 1476 * dir = fire direction
1714 */ 1477 */
1715
1716object * 1478object *
1717pick_arrow_target (object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1718{ 1480{
1719 object *tmp = NULL; 1481 object *tmp = NULL;
1720 maptile *m; 1482 maptile *m;
1793 if (!dir) 1555 if (!dir)
1794 { 1556 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1558 return 0;
1797 } 1559 }
1798 if (op->type == PLAYER) 1560
1799 bow = op->contr->ranges[range_bow]; 1561 if (player *pl = op->contr)
1562 {
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1800 else 1566 else
1801 { 1567 {
1802 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1575 if (!bow)
1810 { 1576 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1578 return 0;
1813 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1814 } 1588 }
1589
1815 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1816 { 1591 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1593 return 0;
1819 } 1594 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1597
1823 /* penalize ROF for bestarrow */ 1598 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1826 if (bowspeed < 1) 1602 if (bowspeed < 1)
1827 bowspeed = 1; 1603 bowspeed = 1;
1828 1604
1829 if (arrow == NULL) 1605 if (arrow == NULL)
1830 { 1606 {
1833 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1610 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1611 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1612 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1613 CLEAR_FLAG (op, FLAG_READY_BOW);
1614
1838 return 0; 1615 return 0;
1839 } 1616 }
1840 } 1617 }
1618
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1619 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1620 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1621 return 0;
1845 } 1622
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1623 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1624 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1625 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1626 return 0;
1850 } 1627 }
1856 return 0; 1633 return 0;
1857 } 1634 }
1858 1635
1859 left = arrow; /* these are arrows left to the player */ 1636 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1637 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1638 if (!arrow)
1862 { 1639 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1640 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1641 return 0;
1865 } 1642 }
1643
1866 arrow->set_owner (op); 1644 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1645 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1646 arrow->direction = dir;
1870 arrow->x = sx; 1647
1871 arrow->y = sy; 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651
1652 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying);
1872 1654
1873 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1874 { 1656 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1657 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1658 op->update_stats ();
1877 } 1659 }
1878 1660
1879 SET_ANIMATION (arrow, arrow->direction); 1661 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885 1662
1886 /* Note that this was different for monsters - they got their level 1663 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 1664
1892 /* update the speed */ 1665 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1666 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1667 + bow->stats.dam / 7.0;
1895 1668
1896 if (arrow->speed < 1.0) 1669 arrow->set_speed (max (arrow->speed, 2.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1670 arrow->speed_left = 0;
1900 1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1901 if (op->type == PLAYER) 1674 if (op->type == PLAYER)
1902 { 1675 {
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; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1678
1679 if (!arrow->slaying)
1680 arrow->slaying = op->slaying;
1681
1682 arrow->attacktype |= op->attacktype;
1908 } 1683 }
1909 else 1684 else
1910 { 1685 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1686 arrow->level = op->level;
1913 } 1687 arrow->stats.wc -= bow->magic;
1914 1688
1915 if (arrow->attacktype == AT_PHYSICAL) 1689 if (!arrow->slaying)
1690 arrow->slaying = bow->slaying;
1691
1916 arrow->attacktype |= bow->attacktype; 1692 arrow->attacktype |= bow->attacktype;
1693 }
1917 1694
1918 if (bow->slaying != NULL) 1695 arrow->stats.wc -= arrow->level;
1919 arrow->slaying = bow->slaying;
1920 1696
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1697 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1699
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1701 m->insert (arrow, sx, sy, op);
1927 1702
1928 if (!arrow->destroyed ()) 1703 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1704 move_arrow (arrow);
1930 1705
1931 if (op->type == PLAYER) 1706 if (op->type == PLAYER)
1951{ 1726{
1952 int ret = 0, wcmod = 0; 1727 int ret = 0, wcmod = 0;
1953 1728
1954 if (op->contr->bowtype == bow_bestarrow) 1729 if (op->contr->bowtype == bow_bestarrow)
1955 { 1730 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1732 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1733 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1734 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1736 wcmod = -1;
1737
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1739 }
1964 else if (op->contr->bowtype == bow_threewide) 1740 else if (op->contr->bowtype == bow_threewide)
1965 { 1741 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1970 else if (op->contr->bowtype == bow_spreadshot) 1746 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1747 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1748 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); 1749 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); 1750 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1751 }
1977 else 1752 else
1978 { 1753 {
1979 /* Simple case */ 1754 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1756 }
1757
1982 return ret; 1758 return ret;
1983} 1759}
1984 1760
1985 1761
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1762/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1763 * Broken apart from 'fire' to keep it more readable.
1988 */ 1764 */
1989void 1765void
1990fire_misc_object (object *op, int dir) 1766fire_misc_object (object *op, int dir)
1991{ 1767{
1992 object *item; 1768 object *item = op->contr->ranged_ob;
1993 1769
1994 if (!op->contr->ranges[range_misc]) 1770 if (!item)
1995 { 1771 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1773 return;
1998 } 1774 }
1999 1775
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1776 if (!item->inv)
2002 { 1777 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1778 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1779 return;
2005 } 1780 }
1781
1782 op->set_weapon (item);
1783
2006 if (item->type == WAND) 1784 if (item->type == WAND)
2007 { 1785 {
2008 if (item->stats.food <= 0) 1786 if (item->stats.food <= 0)
2009 { 1787 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790
2012 return; 1791 return;
2013 } 1792 }
2014 } 1793 }
2015 else if (item->type == ROD || item->type == HORN) 1794 else if (item->type == ROD || item->type == HORN)
2016 { 1795 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1796 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 { 1797 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799
2020 if (item->type == ROD) 1800 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)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1802 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804
2024 return; 1805 return;
2025 } 1806 }
2026 } 1807 }
2027 1808
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1809 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1817
2037 if (item->arch) 1818 if (item->arch)
2038 { 1819 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2041 item->speed = 0; 1822 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1823 }
1824
2044 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1827 }
2047 } 1828 }
2048 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1830 drain_rod_charge (item);
2051 }
2052 } 1831 }
2053} 1832}
2054 1833
2055/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2056 */ 1835 */
2061 1840
2062 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1842 if (action_makes_visible (op))
2064 make_visible (op); 1843 make_visible (op);
2065 1844
2066 switch (op->contr->shoottype) 1845 player *pl = op->contr;
1846
1847 if (pl->golem)
2067 { 1848 {
2068 case range_none: 1849 control_golem (op->contr->golem, dir);
2069 return; 1850 return;
1851 }
2070 1852
2071 case range_bow: 1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type)
1859 {
1860 case BOW:
2072 player_fire_bow (op, dir); 1861 player_fire_bow (op, dir);
2073 return; 1862 break;
2074 1863
2075 case range_magic: /* Casting spells */ 1864 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1865 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1866 break;
2078 1867
2079 case range_misc: 1868 case BUILDER:
1869 apply_map_builder (op, dir);
1870 break;
1871
1872 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0);
1875 break;
1876
1877 default:
2080 fire_misc_object (op, dir); 1878 fire_misc_object (op, dir);
2081 return; 1879 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 } 1880 }
2109} 1881}
2110
2111
2112 1882
2113/* find_key 1883/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1884 * 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 1885 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1888 * pl is the player,
2119 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
2122 */ 1892 */
2123
2124object * 1893object *
2125find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
2126{ 1895{
2127 object *tmp, *key; 1896 object *tmp, *key;
2128 1897
2129 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1899 if (!container->inv)
2131 return NULL; 1900 return 0;
2132 1901
2133 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1904 {
2136 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1906 break;
2138 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
2140 */ 1909 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1911 break;
2143 } 1912 }
1913
2144 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1915 /* 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 1916 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1917 * a key, return
2148 */ 1918 */
2149 if (!tmp) 1919 if (!tmp)
2150 { 1920 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1922 {
2153 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1925 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
2157 return key; 1927 return key;
2158 } 1928 }
2159 } 1929 }
1930
2160 if (!tmp) 1931 if (!tmp)
2161 return NULL; 1932 return NULL;
2162 } 1933 }
1934
2163 /* We get down here if we have found a key. Now if its in a container, 1935 /* 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 1936 * see if we actually want to use it
2165 */ 1937 */
2166 if (pl != container) 1938 if (pl != container)
2167 { 1939 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 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)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1962 return NULL;
2191 } 1963 }
2192 } 1964 }
1965
2193 return tmp; 1966 return tmp;
2194} 1967}
2195 1968
2196/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1972 * 0 otherwise
2200 */ 1973 */
2201static int 1974static int
2202player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
2203{ 1976{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* 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 - 1978 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
2208 */ 1980 */
2209 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
2212 if (key) 1984 if (key)
2213 { 1985 {
2214 object *container = key->env; 1986 object *container = key->env;
2215 1987
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
2217 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2218 make_visible (op); 1991 make_visible (op);
1992
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2221 if (door->type == DOOR) 1996 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2226 { 1999 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 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 ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2229 } 2002 }
2003
2230 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2233 if (container != op) 2007 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2235 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2236 } 2011 }
2237 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2238 { 2013 {
2239 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2016 return 1;
2242 } 2017 }
2018
2243 return 0; 2019 return 0;
2244} 2020}
2245 2021
2246/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2251 */ 2027 */
2252
2253void 2028void
2254move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2255{ 2030{
2256 object *tmp, *mon; 2031 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2032 int on_battleground;
2259 maptile *m; 2033 maptile *m;
2260 2034
2261 nx = freearr_x[dir] + op->x; 2035 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2036 sint16 ny = freearr_y[dir] + op->y;
2263 2037
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2038 on_battleground = op_on_battleground (op, 0, 0);
2265 2039
2266 /* If braced, or can't move to the square, and it is not out of the 2040 /* 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 2041 * 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 2042 * 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 2043 * player. This is a pretty nasty hack, because if we could
2274 */ 2048 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2050 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2051 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2052 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2053 m = op->map->xy_find (nx, ny);
2280 if (!m) 2054 if (!m)
2281 return; /* Don't think this should happen */ 2055 return; /* Don't think this should happen */
2282 } 2056 }
2283 else 2057 else
2284 m = op->map; 2058 m = op->map;
2285 2059
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2060 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; 2061 return;
2290 }
2291 2062
2292 mon = NULL; 2063 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2064 /* 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. 2065 * 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 2066 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2067 * on the space
2297 */ 2068 */
2298 while (tmp != NULL) 2069 while (tmp)
2299 { 2070 {
2300 if (tmp == op) 2071 if (tmp == op)
2301 { 2072 {
2302 tmp = tmp->above; 2073 tmp = tmp->above;
2303 continue; 2074 continue;
2313 mon = tmp; 2084 mon = tmp;
2314 2085
2315 tmp = tmp->above; 2086 tmp = tmp->above;
2316 } 2087 }
2317 2088
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2089 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2090 return; /* into a wall */
2320 2091
2321 if (mon->head != NULL) 2092 if (mon->head)
2322 mon = mon->head; 2093 mon = mon->head;
2323 2094
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2095 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2096 if (player_attack_door (op, mon))
2326 return; 2097 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2120 {
2350 /* If we're braced, we don't want to switch places with it */ 2121 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2122 if (op->contr->braced)
2352 return; 2123 return;
2124
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2126 push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2128 make_visible (op);
2129
2357 return; 2130 return;
2358 } 2131 }
2359 2132
2360 /* in certain circumstances, you shouldn't attack friendly 2133 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2134 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2136 * attack them either.
2364 */ 2137 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2138 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2139 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2140#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2141 (op->contr->peaceful
2369 || (mon->type == PLAYER 2142 || (mon->type == PLAYER
2370 && mon->contr-> 2143 && mon->contr->
2371 peaceful)) && 2144 peaceful)) &&
2372#else 2145#else
2373 op->contr->peaceful && 2146 op->contr->peaceful &&
2374#endif 2147#endif
2375 !on_battleground)) 2148 !on_battleground))
2376 { 2149 {
2377 if (!op->contr->braced) 2150 if (!op->contr->braced)
2378 { 2151 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2152 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2153 push_ob (mon, dir, op);
2381 } 2154 }
2382 else 2155 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2156 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2157
2386 if (op->contr->tmp_invis || op->hide) 2158 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2159 make_visible (op);
2388 } 2160 }
2389 2161
2390 /* If the object is a boulder or other rollable object, then 2162 /* 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 2173 * 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: 2174 * 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 2175 * 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. 2176 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2177 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2178 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))) 2179 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2180 {
2410 2181
2411 /* If the player hasn't hit something this tick, and does 2182 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2189 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2190
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2191 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2192 }
2422 2193
2423 skill_attack (mon, op, 0, NULL, NULL); 2194 skill_attack (mon, op, 0, 0, 0);
2424 2195
2425 /* If attacking another player, that player gets automatic 2196 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2197 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2198 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2199 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2201 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2202 {
2432 short luck = mon->stats.luck; 2203 short luck = mon->stats.luck;
2433 2204
2434 mon->contr->has_hit = 1; 2205 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2206 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2207 mon->stats.luck = luck;
2437 } 2208 }
2209
2438 if (action_makes_visible (op)) 2210 if (action_makes_visible (op))
2439 make_visible (op); 2211 make_visible (op);
2440 } 2212 }
2441 } /* if player should attack something */ 2213 } /* if player should attack something */
2442} 2214}
2444int 2216int
2445move_player (object *op, int dir) 2217move_player (object *op, int dir)
2446{ 2218{
2447 int pick; 2219 int pick;
2448 2220
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2221 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2222 return 0;
2451 2223
2452 /* Sanity check: make sure dir is valid */ 2224 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2225 if ((dir < 0) || (dir >= 9))
2454 { 2226 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2227 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2228 return 0;
2457 } 2229 }
2458 2230
2459 /* peterm: added following line */ 2231 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2232 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2233 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2234
2463 op->facing = dir; 2235 op->facing = dir;
2464 2236
2465 if (op->hide) 2237 if (op->hide)
2466 do_hidden_move (op); 2238 do_hidden_move (op);
2477 2249
2478 /* Add special check for newcs players and fire on - this way, the 2250 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2251 * server can handle repeat firing.
2480 */ 2252 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2253 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2254 op->direction = dir;
2484 }
2485 else 2255 else
2486 {
2487 op->direction = 0; 2256 op->direction = 0;
2488 } 2257
2489 /* Update how the player looks. Use the facing, so direction may 2258 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2259 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2260 * for players.
2492 */ 2261 */
2493 animate_object (op, op->facing); 2262 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2271 * Returns true if there are more actions we can do.
2503 */ 2272 */
2504int 2273int
2505handle_newcs_player (object *op) 2274handle_newcs_player (object *op)
2506{ 2275{
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)) 2276 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2277 {
2529 flee_player (op); 2278 flee_player (op);
2530 /* If player is still scared, that is his action for this tick */ 2279 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2280 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2281 {
2533 op->speed_left--; 2282 op->speed_left--;
2534 return 0; 2283 return 0;
2535 } 2284 }
2536 } 2285 }
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 2286
2546 /* call this here - we also will call this in do_ericserver, but 2287 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2288 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2289 * called, so we recheck it here.
2549 */ 2290 */
2550 HandleClient (op->contr->socket, op->contr); 2291 if (op->contr->ns->handle_command ())
2292 return 1;
2293
2551 if (op->speed_left < 0) 2294 if (op->speed_left > 0)
2552 return 0; 2295 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2296 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2297 {
2556 /* All move commands take 1 tick, at least for now */ 2298 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2299 op->speed_left--;
2558 2300
2559 /* Instead of all the stuff below, let move_player take care 2301 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2302 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2303 * there, as well as the confusion stuff.
2562 */ 2304 */
2563 move_player (op, op->direction); 2305 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2306
2565 return 1; 2307 return op->speed_left > 0;
2566 else 2308 }
2567 return 0;
2568 } 2309 }
2569 2310
2570 return 0; 2311 return 0;
2571} 2312}
2572 2313
2592 op->stats.hp = op->stats.maxhp; 2333 op->stats.hp = op->stats.maxhp;
2593 2334
2594 if (op->stats.food < 0) 2335 if (op->stats.food < 0)
2595 op->stats.food = 999; 2336 op->stats.food = 999;
2596 2337
2597 fix_player (op); 2338 op->update_stats ();
2598 return 1; 2339 return 1;
2599 } 2340 }
2600 2341
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2342 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2343 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2351 * from.
2611 */ 2352 */
2612void 2353void
2613remove_unpaid_objects (object *op, object *env) 2354remove_unpaid_objects (object *op, object *env)
2614{ 2355{
2615 object *next;
2616
2617 while (op) 2356 while (op)
2618 { 2357 {
2619 next = op->below; /* Make sure we have a good value, in case 2358 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2359
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2360 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2361 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2362 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2363 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2364
2365 op->insert_at (env);
2630 } 2366 }
2631 else if (op->inv) 2367 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2368 remove_unpaid_objects (op->inv, env);
2633 2369
2634 op = next; 2370 op = next;
2635 } 2371 }
2636} 2372}
2637
2638 2373
2639/* 2374/*
2640 * Returns pointer a static string containing gravestone text 2375 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2376 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2377 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2411 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2412 strcat (buf2, buf);
2678 2413
2679 return buf2; 2414 return buf2;
2680} 2415}
2681
2682
2683 2416
2684void 2417void
2685do_some_living (object *op) 2418do_some_living (object *op)
2686{ 2419{
2687 int last_food = op->stats.food; 2420 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2426 int rate_grace = 2000;
2694 const int max_hp = 1; 2427 const int max_hp = 1;
2695 const int max_sp = 1; 2428 const int max_sp = 1;
2696 const int max_grace = 1; 2429 const int max_grace = 1;
2697 2430
2698 if (op->contr->outputs_sync) 2431 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 } 2432 {
2433 op->invisible = 1000;
2434 /* the socket code flashes the player visible/invisible
2435 * depending on the value of invisible, so we need to
2436 * alternate it here for it to work correctly.
2437 */
2438 if (pticks & 2)
2439 op->invisible--;
2440 }
2441 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2442 {
2443 if (!op->invisible--)
2444 {
2445 make_visible (op);
2446 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2447 }
2448 }
2704 2449
2705 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2706 { 2451 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2456 else
2713 { 2457 {
2714 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2460 }
2461
2717 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2464 else
2720 { 2465 {
2721 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2468 }
2469
2724 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2472 else
2727 { 2473 {
2728 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2476 }
2731 2477
2732 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2479 if (!op->contr->golem && --op->last_sp < 0)
2734 { 2480 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2481 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) 2482 if (op->stats.sp < op->stats.maxsp)
2737 { 2483 {
2738 op->stats.sp++; 2484 op->stats.sp++;
2744 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2492 op->stats.food = last_food;
2747 } 2493 }
2748 } 2494 }
2495
2749 if (max_sp > 1) 2496 if (max_sp > 1)
2750 { 2497 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2499 if (over_sp > 0)
2753 { 2500 {
2754 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2755 { 2502 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2506 op->stats.sp--;
2507
2759 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2761 } 2510 }
2762 op->last_sp = 0; 2511 op->last_sp = 0;
2763 } 2512 }
2764 else 2513 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2515 }
2769 else 2516 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2518 }
2774 2519
2775 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2778 { 2523 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2781 if (max_grace > 1) 2527 if (max_grace > 1)
2782 { 2528 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2530 if (over_grace > 0)
2785 { 2531 {
2813 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2561 op->stats.food = last_food;
2816 } 2562 }
2817 } 2563 }
2564
2818 if (max_hp > 1) 2565 if (max_hp > 1)
2819 { 2566 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2568 if (over_hp > 0)
2822 { 2569 {
2846 2593
2847 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2596 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2851 /* dms do not consume food */ 2599 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2601 op->stats.food--;
2854 } 2602 }
2855 }
2856 2603
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2605 {
2859 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2860 2607
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2609 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2617 break;
2871 } 2618 }
2872 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2873 flesh = tmp; 2620 flesh = tmp;
2874 } /* End if paid for object */ 2621 } /* End if paid for object */
2875 } /* end of for loop */ 2622 } /* end of for loop */
2623
2876 /* If player is still starving, it means they don't have any food, so 2624 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2625 * eat flesh instead.
2878 */ 2626 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2628 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2883 } 2631 }
2884 } /* end if player is starving */ 2632 }
2885 2633
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2888 2636
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2638 kill_player (op);
2639 }
2891} 2640}
2892
2893
2894 2641
2895/* If the player should die (lack of hp, food, etc), we call this. 2642/* 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 2643 * 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 2644 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2645 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2675 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..."); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2677
2931 /* restore player */ 2678 /* restore player */
2932 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2681 {
2936 tmp->destroy (); 2682 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2684 }
2939 2685
2940 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2688 {
2944 tmp->destroy (); 2689 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2691 }
2947 2692
2949 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2696 op->stats.food = 999;
2952 2697
2953 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2700 {
2957 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2702 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " 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); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2706 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2708 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2710 }
2968 2711
2969 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2714 op->contr->braced = 0;
2976 2719
2977 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2978 2721
2979 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
2980 { 2723 {
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); 2724 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
2990 } 2726 }
2991 else 2727 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); 2728 sprintf (buf, "%s died.", &op->name);
3001 } 2729
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2731
3004 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3005 x = op->x; 2733 x = op->x;
3006 y = op->y; 2734 y = op->y;
3007 map = op->map; 2735 map = op->map;
3008 2736
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2738 * 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. 2739 * See the config.h file for a little more in depth detail about this.
3015 */ 2740 */
3016 2741
3017 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2744 * of death.
3020 */ 2745 */
3021#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3023 { 2748 {
3024 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2750 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2751 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2754 little bit harder. */
3030 /* GD */ 2755 /* GD */
3031 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2757 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2758 else
3037 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3038 num_stats_lose = 1; 2762 num_stats_lose = 1;
3039 } 2763
3040 lost_a_stat = 0; 2764 lost_a_stat = 0;
3041 2765
3042 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3043 { 2767 {
3044 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3045 2769
3046 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3047 { 2771 {
3048 /* Pick a random stat and take a point off it. Tell the player 2772 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2773 * what he lost.
3050 */ 2774 */
3051 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2780 lost_a_stat = 1;
2781 }
2782 else
2783 {
2784 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion");
2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2790 {
2791 dep = arch_to_object (deparch);
2792 insert_ob_in_ob (dep, op);
3057 } 2793 }
3058 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3059 { 2796 {
3060 /* deplete a stat */ 2797 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3062 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3063 2800 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2801 {
3067 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3069 } 2804
3070 lose_this_stat = 1; 2805 /* 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) 2806 if (keep_chance < 1)
2807 keep_chance = 1;
2808
2809 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2811 {
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; 2812 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2814 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 } 2815 }
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 */ 2816 else
3112 if (this_stat >= -50)
3113 { 2817 {
3114 change_attr_value (&(dep->stats), i, -1); 2818 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; 2819 lose_this_stat = 0;
2820 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821 this_stat, keep_chance, loss_chance,
2822 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2823 }
3120 } 2824 }
3121 } 2825 }
2826
2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2830 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a
2834 * difference.
2835 */
2836 if (this_stat >= -50)
2837 {
2838 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats ();
2842 lost_a_stat = 1;
2843 }
3122 } 2844 }
2845 }
2846 }
3123 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2848 if (!lost_a_stat)
3125 { 2849 {
3126 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3129 2853
3130 if (god && (strcmp (god, "none"))) 2854 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); 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2856 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2858 }
3135#else 2859#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2861#endif
3138 2862
3139 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2864 * exp loss on the stone.
3141 */ 2865 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2868 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2870 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); 2871 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; 2872 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2875
3152 /**************************************/ 2876 /**************************************/
3153 /* */ 2877 /* */
3154 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3157 /* */ 2881 /* */
3158 /**************************************/ 2882 /**************************************/
3159 2883
3160 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2885 /* restore player */
3162 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
3164 2888
3165 if (tmp) 2889 if (tmp)
3166 { 2890 {
3167 tmp->destroy (); 2891 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2893 }
3170 2894
3171 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2897 if (tmp)
3174 { 2898 {
3175 tmp->destroy (); 2899 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2901 }
3178 2902
3179 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3180 2904
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3184 op->stats.food = 900; 2908 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2912
3189 /* 2913 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2914 * 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 2915 * and put them back in the map.
3192 * in the map. 2916 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3197 2918
3198 /****************************************/ 2919 /****************************************/
3199 /* */ 2920 /* */
3200 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3202 /* */ 2923 /* */
3203 /****************************************/ 2924 /****************************************/
3204 2925
3205 enter_player_savebed (op); 2926 enter_player_savebed (op);
3206 2927
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2928 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2929
3213 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2933 * on the space that might harm the player.
3217 */ 2934 */
3218 will_kill_again = 0; 2935 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3222 2939
3223 if (will_kill_again) 2940 if (will_kill_again)
3224 { 2941 {
3225 object *force; 2942 object *force;
3226 int at; 2943 int at;
3227 2944
3228 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2947 force->speed = 0.1;
3231 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2952 force->resist[at] = 100;
3236 2953
3237 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3238 fix_player (op); 2955 op->update_stats ();
3239 2956
3240 } 2957 }
3241 2958
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 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} 2960}
3311
3312 2961
3313void 2962void
3314loot_object (object *op) 2963loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3317 2966
3318 if (op->container) 2967 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2968
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2969 for (tmp = op->inv; tmp; tmp = next)
3324 { 2970 {
3325 next = tmp->below; 2971 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2972
2973 if (tmp->invisible)
3327 continue; 2974 continue;
2975
3328 tmp->remove (); 2976 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2977 tmp->x = op->x, tmp->y = op->y;
2978
3330 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2980 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2981
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2982 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2983 {
3336 if (tmp->nrof > 1) 2984 if (tmp->nrof > 1)
3337 { 2985 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2986 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2987 tmp2->destroy ();
3350/* 2998/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2999 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 3000 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 3001 * was changed.
3354 */ 3002 */
3355
3356void 3003void
3357fix_weight (void) 3004fix_weight (void)
3358{ 3005{
3359 player *pl; 3006 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3007 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3008 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3009
3365 if (old == sum) 3010 if (old == sum)
3366 continue; 3011 continue;
3367 fix_player (pl->ob); 3012 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3013 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3014 }
3370} 3015}
3371 3016
3372void 3017void
3373fix_luck (void) 3018fix_luck (void)
3374{ 3019{
3375 player *pl; 3020 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3021 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3022 pl->ob->change_luck (0);
3380} 3023}
3381
3382 3024
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3025/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3026 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3027 * just treat this as any other spell casting object.
3386 */ 3028 */
3387
3388void 3029void
3389cast_dust (object *op, object *throw_ob, int dir) 3030cast_dust (object *op, object *throw_ob, int dir)
3390{ 3031{
3391 object *skop, *spob; 3032 object *skop, *spob;
3392 3033
3426 if (op->type == PLAYER) 3067 if (op->type == PLAYER)
3427 { 3068 {
3428 op->contr->tmp_invis = 0; 3069 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3070 op->contr->invis_race = 0;
3430 } 3071 }
3072
3431 update_object (op, UP_OBJ_FACE); 3073 update_object (op, UP_OBJ_CHANGE);
3432} 3074}
3433 3075
3434int 3076int
3435is_true_undead (object *op) 3077is_true_undead (object *op)
3436{ 3078{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3079 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3080 return 1;
3441 3081
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; 3082 return 0;
3448} 3083}
3449 3084
3450/* look at the surrounding terrain to determine 3085/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3086 * the hideability of this object. Positive levels
3507 3142
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3143 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3144
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3145 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3146 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3147 if (!skop || num >= skop->level)
3514 { 3148 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3150 make_visible (op);
3517 return; 3151 return;
3518 } 3152 }
3519 else 3153 else
3520 num += 20; 3154 num += 20;
3521 } 3155
3522 num += op->map->difficulty; 3156 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3157 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3158 num -= hide;
3159
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3160 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3161 {
3527 make_visible (op); 3162 make_visible (op);
3528 if (op->type == PLAYER) 3163 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3164 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3165 }
3531 else if (op->type == PLAYER && skop) 3166 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3167 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3168}
3536 3169
3537/* determine if who is standing near a hostile creature. */ 3170/* determine if who is standing near a hostile creature. */
3538 3171
3539int 3172int
3566 if (mflags & P_OUT_OF_MAP) 3199 if (mflags & P_OUT_OF_MAP)
3567 continue; 3200 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3201 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3202 continue;
3570 3203
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3204 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3205 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3206 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3207 return 1;
3575 else if (tmp->type == PLAYER) 3208 else if (tmp->type == PLAYER)
3576 { 3209 {
3606 if (pl->type != PLAYER) 3239 if (pl->type != PLAYER)
3607 { 3240 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3241 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3242 return -1;
3610 } 3243 }
3244
3611 if (!pl || !op) 3245 if (!pl || !op)
3612 return 0; 3246 return 0;
3613 3247
3614 if (op->head)
3615 {
3616 op = op->head; 3248 op = op->head_ ();
3617 } 3249
3618 get_rangevector (pl, op, &rv, 0x1); 3250 get_rangevector (pl, op, &rv, 0x1);
3619 3251
3620 /* starting with the 'head' part, lets loop 3252 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3253 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3254 * part that is in the los array but isnt on
3630 3262
3631 /* only the viewable area the player sees is updated by LOS 3263 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3264 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3265 * for any meaningful values.
3634 */ 3266 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3267 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3268 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3269 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3270 return 1;
3639 op = op->more; 3271 op = op->more;
3640 } 3272 }
3641 return 0; 3273 return 0;
3642} 3274}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3371 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3372 int i = 0, j = 0;
3741 3373
3742 /* get the appropriate treasurelist */ 3374 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3375 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3376 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3377 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3378 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3379 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3380 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3381 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3382 trlist = treasurelist::find ("dragon_ability_poison");
3751 3383
3752 if (trlist == NULL || who->type != PLAYER) 3384 if (trlist == NULL || who->type != PLAYER)
3753 return; 3385 return;
3754 3386
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3387 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3388
3757 if (tr == NULL || tr->item == NULL) 3389 if (!tr || !tr->item)
3758 { 3390 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3391 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3392 return;
3761 } 3393 }
3762 3394
3828 { 3460 {
3829 /* forces in the treasurelist can alter the player's stats */ 3461 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3462 object *skin;
3831 3463
3832 /* first get the dragon skin force */ 3464 /* first get the dragon skin force */
3465 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); 3466 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3467 ;
3468
3834 if (skin == NULL) 3469 if (!skin)
3835 return; 3470 return;
3836 3471
3837 /* adding new spellpath attunements */ 3472 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3473 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3474 {
3884 * not readied. 3519 * not readied.
3885 */ 3520 */
3886void 3521void
3887player_unready_range_ob (player *pl, object *ob) 3522player_unready_range_ob (player *pl, object *ob)
3888{ 3523{
3889 rangetype i; 3524 if (pl->ob->current_weapon == ob)
3525 pl->ob->current_weapon = 0;
3890 3526
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 if (pl->combat_ob == ob)
3892 { 3528 pl->combat_ob = 0;
3529
3893 if (pl->ranges[i] == ob) 3530 if (pl->ranged_ob == ob)
3894 { 3531 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3532}
3533
3534sint8
3535player::visibility_at (maptile *map, int x, int y) const
3536{
3537 if (!ns)
3538 return 0;
3539
3540 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0;
3543
3544 x += dx - ns->current_x + ns->mapx / 2;
3545 y += dy - ns->current_y + ns->mapy / 2;
3546
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y];
3551}

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