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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 1.141 by root, Fri May 18 15:05:09 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 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f;
335 ob->direction = 5; /* So player faces south */
336}
337
338player::player ()
339{
340 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point.
342 */
343 outputs_sync = 4;
344 outputs_count = 4;
345 unapply = unapply_nochoice;
346
347 savebed_map = first_map_path; /* Init. respawn position */
348
349 gen_sp_armour = 10;
350 bowtype = bow_normal;
351 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
300/* Tries to add player on the connection passwd in ns. 378/* 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 379 * All we can really get in this is some settings like host and display
302 * mode. 380 * mode.
303 */ 381 */
304 382player *
305int 383player::create ()
306add_player (client_socket *ns)
307{ 384{
308 player *p = new player; 385 player *pl = new player;
309 386
310 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 388
313 p->next = first_player; 389 pl->ob->roll_stats ();
314 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
315 392
316 p = get_player (p);
317
318 set_first_map (p->ob); 393 set_first_map (pl->ob);
319 394
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; 395 return pl;
328} 396}
329 397
330/* 398/*
331 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
341 { 409 {
342 if (at == NULL || at->next == NULL) 410 if (at == NULL || at->next == NULL)
343 at = first_archetype; 411 at = first_archetype;
344 else 412 else
345 at = at->next; 413 at = at->next;
414
346 if (at->clone.type == PLAYER) 415 if (at->clone.type == PLAYER)
347 return at; 416 return at;
417
348 if (at == start) 418 if (at == start)
349 { 419 {
350 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 421 exit (-1);
352 } 422 }
353 } 423 }
354} 424}
355 425
356
357object * 426object *
358get_nearest_player (object *mon) 427get_nearest_player (object *mon)
359{ 428{
360 object *op = NULL; 429 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 430 objectlink *ol;
363 unsigned lastdist; 431 unsigned lastdist;
364 rv_vector rv; 432 rv_vector rv;
365 433
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 435 {
368 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 443 object *tmp = ol->ob;
376 444
377 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 446 * itself will have been cleared.
379 */ 447 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
381 ol = ol->next; 450 ol = ol->next;
382 remove_friendly_object (tmp); 451 remove_friendly_object (tmp);
383 if (!ol) 452 if (!ol)
384 return op; 453 return op;
385 } 454 }
398 { 467 {
399 op = ol->ob; 468 op = ol->ob;
400 lastdist = rv.distance; 469 lastdist = rv.distance;
401 } 470 }
402 } 471 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 472
404 { 473 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 474 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 475 if (lastdist > rv.distance)
409 { 476 {
410 op = pl->ob; 477 op = pl->ob;
411 lastdist = rv.distance; 478 lastdist = rv.distance;
412 } 479 }
413 } 480
414 }
415#if 0 481#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 482 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 483#endif
418 return op; 484 return op;
419} 485}
437 * circling behaviour. Unfortunately, this function is also used to determined 503 * 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 504 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 505 * is probably not a good thing.
440 */ 506 */
441#define MAX_SPACES 50 507#define MAX_SPACES 50
442
443 508
444/* 509/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 510 * 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 511 * 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 512 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 543 x = mon->x;
479 y = mon->y; 544 y = mon->y;
480 m = mon->map; 545 m = mon->map;
481 dir = rv.direction; 546 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 547 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); 548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549
484 /* If we can't solve it within the search distance, return now. */ 550 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 551 if (diff > max)
486 return 0; 552 return 0;
553
487 while (diff > 1 && max > 0) 554 while (diff > 1 && max > 0)
488 { 555 {
489 lastx = x; 556 lastx = x;
490 lasty = y; 557 lasty = y;
491 lastmap = m; 558 lastmap = m;
573 max--; 640 max--;
574 lastdir = dir; 641 lastdir = dir;
575 if (!firstdir) 642 if (!firstdir)
576 firstdir = dir; 643 firstdir = dir;
577 } 644 }
645
578 if (diff <= 1) 646 if (diff <= 1)
579 { 647 {
580 /* Recalculate diff (distance) because we may not have actually 648 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 649 * headed toward player for entire distance.
582 */ 650 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 651 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); 652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 653 }
654
586 if (diff > max) 655 if (diff > max)
587 return 0; 656 return 0;
588 } 657 }
658
589 /* If we reached the max, didn't find a direction in time */ 659 /* If we reached the max, didn't find a direction in time */
590 if (!max) 660 if (!max)
591 return 0; 661 return 0;
592 662
593 return firstdir; 663 return firstdir;
686 /* Need to set up the skill pointers */ 756 /* Need to set up the skill pointers */
687 link_player_skills (pl); 757 link_player_skills (pl);
688} 758}
689 759
690void 760void
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) 761get_party_password (object *op, partylist *party)
775{ 762{
776 if (party == NULL) 763 if (party == NULL)
777 { 764 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 765 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 766 return;
780 } 767 }
768
781 op->contr->write_buf[0] = '\0'; 769 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 770 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 771 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 773}
786
787 774
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 776static int
790roll_stat (void) 777roll_stat (void)
791{ 778{
792 int a[4], i, j, k; 779 int a[4], i, j, k;
793 780
794 for (i = 0; i < 4; i++) 781 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 782 a[i] = (int) rndm (6) + 1;
796 783
797 for (i = 0, j = 0, k = 7; i < 4; i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 785 if (a[i] < k)
799 k = a[i], j = i; 786 k = a[i], j = i;
800 787
801 for (i = 0, k = 0; i < 4; i++) 788 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 789 if (i != j)
804 k += a[i]; 790 k += a[i];
805 } 791
806 return k; 792 return k;
807} 793}
808 794
809void 795void
810roll_stats (object *op) 796object::roll_stats ()
811{ 797{
798 int statsort [NUM_STATS];
799
800 for (;;)
801 {
812 int sum = 0; 802 int sum = 0;
813 int i = 0, j = 0; 803 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 804 sum += statsort [i] = roll_stat ();
815 805
816 do 806 if (sum >= 82 && sum <= 116)
807 break;
817 { 808 }
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 }
827 while (sum < 82 || sum > 116);
828 809
829 /* Sort the stats so that rerolling is easier... */ 810 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 811 std::sort (statsort, statsort + NUM_STATS, 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;
837 812
838 /* a quick and dirty bubblesort? */ 813 for (int i = 0; i < NUM_STATS; ++i)
839 do 814 stats.stat (i) = statsort [i];
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);
854 815
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
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; 816 stats.exp = 0;
874 op->stats.ac = 0; 817 stats.ac = 0;
875 818
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; 819 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
884 op->contr->orig_stats = op->stats; 829 contr->orig_stats = stats;
830 }
885} 831}
886 832
887void 833void
888Roll_Again (object *op) 834object::swap_stats (int a, int b)
889{ 835{
890 esrv_new_player (op->contr, 0); 836 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 837
895void 838 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 839 stats.stat (i) = contr->orig_stats.stat (i);
840
841 //TODO: the following code looks so borked and should, at the very least,
842 // be merged with the similar code in roll_stats
843 stats.ac = 0;
844
845 level = 1;
846 stats.exp = 0;
847 stats.ac = 0;
848
849 stats.hp = stats.maxhp;
850 stats.sp = stats.maxsp;
851 stats.grace = stats.maxgrace;
852
853 if (contr)
854 {
855 contr->levhp[1] = 9;
856 contr->levsp[1] = 6;
857 contr->levgrace[1] = 3;
858
859 contr->orig_stats = stats;
860 }
861}
862
863static void
864start_info (object *op)
897{ 865{
898 signed char tmp;
899 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
900 867
901 if (op->contr->Swap_First == -1) 868 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); 869 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 870 //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); 871 //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} 872}
1016 873
1017/* This function takes the key that is passed, and does the 874/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
1021 * not the class. 878 * not the class.
1022 */ 879 */
1023 880void
1024int 881player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 882{
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 */ 883 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 885
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 886 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 887 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, ob, 0, 0, 0);
1045 889
1046 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
1048 892
1049 op->contr->state = ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
1050 894
1051 if (op->msg) 895 if (ob->msg)
1052 op->msg = NULL; 896 ob->msg = 0;
1053 897
1054 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1055 * to save here. 899 * to save here.
1056 */ 900 */
901 {
902 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 904 make_path_to_file (buf);
905 }
1059 906
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 907 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 909 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 910 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 911 esrv_send_inventory (ob, ob);
1068 fix_player (op); 912 ob->update_stats ();
1069 913
1070 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1071 * is one for this race 915 * is one for this race
1072 */ 916 */
1073 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1074 { 918 {
1075 object *tmp; 919 object *tmp;
1076 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1077 921
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1079 tmp = object::create (); 923 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1085 * default initial map */ 929 * default initial map */
1086 tmp->destroy (); 930 tmp->destroy ();
1087 } 931 }
1088 else 932 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 934}
1092 return 0;
1093 }
1094 935
936void
937player::chargen_race_next ()
938{
1095 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1097 */ 941 */
1098 942
1099 tmp_loop = 0; 943 do
1100 while (!tmp_loop)
1101 { 944 {
1102 shstr name = op->name; 945 shstr name = ob->name;
1103 int x = op->x, y = op->y; 946 int x = ob->x, y = ob->y;
1104 947
1105 remove_statbonus (op); 948 ob->remove_statbonus ();
1106 op->remove (); 949 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 950 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 951 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 952 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 953 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 954 ob->name = ob->name_pl = name;
1112 op->x = x; 955 ob->x = x;
1113 op->y = y; 956 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 959 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 960 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 961 }
962 while (!allowed_class (ob));
1120 963
1121 update_object (op, UP_OBJ_FACE); 964 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 966 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 967 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 968 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 969 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} 970}
1183 971
1184void 972void
1185flee_player (object *op) 973flee_player (object *op)
1186{ 974{
1216 { 1004 {
1217 op->enemy = NULL; 1005 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1007 return;
1220 } 1008 }
1009
1221 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1222 1011
1223 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1225 { 1014 {
1226 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1227 1016
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1018 return;
1231 }
1232 } 1019 }
1020
1233 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1023 op->enemy = NULL;
1236} 1024}
1237 1025
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* 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 1027 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 1028 * stop.
1242 */ 1029 */
1243int 1030int
1244check_pick (object *op) 1031check_pick (object *op)
1245{ 1032{
1246 object *tmp, *next; 1033 object *tmp, *next;
1247 int stop = 0; 1034 int stop = 0;
1248 int j, k, wvratio; 1035 int wvratio;
1249 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1250 1037
1251 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1253 return 1; 1040 return 1;
1254 1041
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1112 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 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 } 1117 }
1118
1359 /* philosophy: 1119 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1120 * 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 1121 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1124 * example.
1365 * The drawback: right now it has no frontend, so you need to 1125 * 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 1126 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1378 * found object is returned.
1619 */ 1379 */
1620object * 1380object *
1621find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1622{ 1382{
1623 object *tmp = NULL; 1383 object *tmp = 0;
1624 1384
1625 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1629 return op; 1389 return op;
1390
1630 return tmp; 1391 return tmp;
1631} 1392}
1632 1393
1633/* 1394/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1399 */
1639
1640object * 1400object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1402{
1643 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1471 * op = the shooter
1712 * type = bow->race 1472 * type = bow->race
1713 * dir = fire direction 1473 * dir = fire direction
1714 */ 1474 */
1715
1716object * 1475object *
1717pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1718{ 1477{
1719 object *tmp = NULL; 1478 object *tmp = NULL;
1720 maptile *m; 1479 maptile *m;
1785 */ 1544 */
1786int 1545int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1547{
1789 object *left, *bow; 1548 object *left, *bow;
1790 int bowspeed, mflags; 1549 int mflags;
1791 maptile *m; 1550 maptile *m;
1792 1551
1793 if (!dir) 1552 if (!dir)
1794 { 1553 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1555 return 0;
1797 } 1556 }
1798 if (op->type == PLAYER) 1557
1799 bow = op->contr->ranges[range_bow]; 1558 if (op->contr)
1559 bow = op->current_weapon;
1800 else 1560 else
1801 { 1561 {
1802 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1569 if (!bow)
1810 { 1570 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1572 return 0;
1813 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1814 } 1582 }
1583
1815 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1816 { 1585 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1587 return 0;
1819 } 1588 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1589
1829 if (arrow == NULL) 1590 if (arrow == NULL)
1830 { 1591 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1593 {
1833 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1595 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 */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1597 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1838 return 0; 1600 return 0;
1839 } 1601 }
1840 } 1602 }
1603
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1605 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1606 return 0;
1845 } 1607
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1608 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1609 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1610 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1611 return 0;
1850 } 1612 }
1856 return 0; 1618 return 0;
1857 } 1619 }
1858 1620
1859 left = arrow; /* these are arrows left to the player */ 1621 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1622 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1623 if (!arrow)
1862 { 1624 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1626 return 0;
1865 } 1627 }
1628
1866 arrow->set_owner (op); 1629 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1631 arrow->direction = dir;
1870 arrow->x = sx; 1632
1871 arrow->y = sy; 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype;
1636
1637 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1662 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0;
1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1670
1873 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1874 { 1672 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 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
1886 /* Note that this was different for monsters - they got their level
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
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
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; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 wc -= dex_bonus[op->stats.Dex];
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1908 } 1680 }
1909 else 1681 else
1910 { 1682 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1683 arrow->level = op->level;
1913 } 1684 arrow->stats.wc -= bow->magic;
1914 1685
1915 if (arrow->attacktype == AT_PHYSICAL) 1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1916 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1690 }
1917 1691
1918 if (bow->slaying != NULL) 1692 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1694
1921 arrow->map = m; 1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1698
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1927 1701
1928 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1703 move_arrow (arrow);
1930 1704
1931 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1951{ 1725{
1952 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1953 1727
1954 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1955 { 1729 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1731 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1733 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1735 wcmod = -1;
1736
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1738 }
1964 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
1965 { 1740 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1970 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1746 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1750 }
1977 else 1751 else
1978 { 1752 {
1979 /* Simple case */ 1753 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1755 }
1756
1982 return ret; 1757 return ret;
1983} 1758}
1984
1985 1759
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1988 */ 1762 */
1989void 1763void
1990fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
1991{ 1765{
1992 object *item; 1766 object *item = op->contr->ranged_ob;
1993 1767
1994 if (!op->contr->ranges[range_misc]) 1768 if (!item)
1995 { 1769 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1771 return;
1998 } 1772 }
1999 1773
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1774 if (!item->inv)
2002 { 1775 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1777 return;
2005 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
2006 if (item->type == WAND) 1783 if (item->type == WAND)
2007 { 1784 {
2008 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2009 { 1786 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2012 return; 1790 return;
2013 } 1791 }
2014 } 1792 }
2015 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2016 { 1794 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 { 1796 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2020 if (item->type == ROD) 1799 if (item->type == ROD)
2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1801 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2024 return; 1804 return;
2025 } 1805 }
2026 } 1806 }
2027 1807
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1816
2037 if (item->arch) 1817 if (item->arch)
2038 { 1818 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2041 item->speed = 0; 1821 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1822 }
1823
2044 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1826 }
2047 } 1827 }
2048 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1829 drain_rod_charge (item);
2051 }
2052 } 1830 }
2053} 1831}
2054 1832
2055/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2056 */ 1834 */
2061 1839
2062 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2064 make_visible (op); 1842 make_visible (op);
2065 1843
2066 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2067 { 1847 {
2068 case range_none: 1848 control_golem (op->contr->golem, dir);
2069 return; 1849 return;
1850 }
2070 1851
2071 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
2072 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
2073 return; 1864 break;
2074 1865
2075 case range_magic: /* Casting spells */ 1866 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1868 break;
2078 1869
2079 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
2080 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
2081 return; 1880 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 } 1881 }
2109} 1882}
2110
2111
2112 1883
2113/* find_key 1884/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1885 * 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 1886 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1889 * pl is the player,
2119 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
2122 */ 1893 */
2123
2124object * 1894object *
2125find_key (object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
2126{ 1896{
2127 object *tmp, *key; 1897 object *tmp, *key;
2128 1898
2129 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1900 if (!container->inv)
2131 return NULL; 1901 return 0;
2132 1902
2133 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1905 {
2136 if (door->type == DOOR && tmp->type == KEY) 1906 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1907 break;
2138 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
2140 */ 1910 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1912 break;
2143 } 1913 }
1914
2144 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1916 /* 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 1917 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1918 * a key, return
2148 */ 1919 */
2149 if (!tmp) 1920 if (!tmp)
2150 { 1921 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1923 {
2153 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1925 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1926 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1927 if ((key = find_key (pl, tmp, door)))
2157 return key; 1928 return key;
2158 } 1929 }
2159 } 1930 }
1931
2160 if (!tmp) 1932 if (!tmp)
2161 return NULL; 1933 return NULL;
2162 } 1934 }
1935
2163 /* We get down here if we have found a key. Now if its in a container, 1936 /* 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 1937 * see if we actually want to use it
2165 */ 1938 */
2166 if (pl != container) 1939 if (pl != container)
2167 { 1940 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1961 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)); 1962 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1963 return NULL;
2191 } 1964 }
2192 } 1965 }
1966
2193 return tmp; 1967 return tmp;
2194} 1968}
2195 1969
2196/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1973 * 0 otherwise
2200 */ 1974 */
2201static int 1975static int
2202player_attack_door (object *op, object *door) 1976player_attack_door (object *op, object *door)
2203{ 1977{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1978 /* 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 - 1979 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1980 * otherwise, we fall through to the rest of the code.
2208 */ 1981 */
2209 object *key = find_key (op, op, door); 1982 object *key = find_key (op, op, door);
2212 if (key) 1985 if (key)
2213 { 1986 {
2214 object *container = key->env; 1987 object *container = key->env;
2215 1988
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
2217 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2218 make_visible (op); 1992 make_visible (op);
1993
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1996
2221 if (door->type == DOOR) 1997 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2226 { 2000 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2001 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 ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
2229 } 2003 }
2004
2230 /* Do this after we print the message */ 2005 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2233 if (container != op) 2008 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2235 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2236 } 2012 }
2237 else if (door->type == LOCKED_DOOR) 2013 else if (door->type == LOCKED_DOOR)
2238 { 2014 {
2239 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2017 return 1;
2242 } 2018 }
2019
2243 return 0; 2020 return 0;
2244} 2021}
2245 2022
2246/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2025 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2026 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2027 * going to try and move (not fire weapons).
2251 */ 2028 */
2252
2253void 2029void
2254move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2255{ 2031{
2256 object *tmp, *mon; 2032 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2033 int on_battleground;
2259 maptile *m; 2034 maptile *m;
2260 2035
2261 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2263 2038
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2039 on_battleground = op_on_battleground (op, 0, 0);
2265 2040
2266 /* If braced, or can't move to the square, and it is not out of the 2041 /* 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 2042 * 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 2043 * 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 2044 * player. This is a pretty nasty hack, because if we could
2274 */ 2049 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2051 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2052 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2053 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2054 m = op->map->xy_find (nx, ny);
2280 if (!m) 2055 if (!m)
2281 return; /* Don't think this should happen */ 2056 return; /* Don't think this should happen */
2282 } 2057 }
2283 else 2058 else
2284 m = op->map; 2059 m = op->map;
2285 2060
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2061 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; 2062 return;
2290 }
2291 2063
2292 mon = NULL; 2064 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* 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. 2066 * 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 2067 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2068 * on the space
2297 */ 2069 */
2298 while (tmp != NULL) 2070 while (tmp)
2299 { 2071 {
2300 if (tmp == op) 2072 if (tmp == op)
2301 { 2073 {
2302 tmp = tmp->above; 2074 tmp = tmp->above;
2303 continue; 2075 continue;
2313 mon = tmp; 2085 mon = tmp;
2314 2086
2315 tmp = tmp->above; 2087 tmp = tmp->above;
2316 } 2088 }
2317 2089
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2090 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2091 return; /* into a wall */
2320 2092
2321 if (mon->head != NULL) 2093 if (mon->head)
2322 mon = mon->head; 2094 mon = mon->head;
2323 2095
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2097 if (player_attack_door (op, mon))
2326 return; 2098 return;
2335 2107
2336 /* If the creature is a pet, push it even if the player is not 2108 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the 2109 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2339 */ 2111 */
2340 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2113 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2115 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2117 {
2350 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2119 if (op->contr->braced)
2352 return; 2120 return;
2121
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2125 make_visible (op);
2126
2357 return; 2127 return;
2358 } 2128 }
2359 2129
2360 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2363 * attack them either. 2133 * attack them either.
2364 */ 2134 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 2137 && ((op->contr->peaceful
2368 (op->contr->peaceful 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2139 && !on_battleground))
2370 && mon->contr->
2371 peaceful)) &&
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2140 {
2377 if (!op->contr->braced) 2141 if (!op->contr->braced)
2378 { 2142 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2381 } 2145 }
2382 else 2146 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2148
2386 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2150 make_visible (op);
2388 } 2151 }
2389 2152
2390 /* If the object is a boulder or other rollable object, then 2153 /* 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 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2168 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2171 {
2410
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit) 2172 if (!op->contr->has_hit)
2417 { 2173 {
2174 op->contr->has_hit = 1;
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2419
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2176 }
2422 2177
2423 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2424 2179
2425 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2183 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2186 {
2432 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2433 2188
2434 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2437 } 2192 }
2193
2438 if (action_makes_visible (op)) 2194 if (action_makes_visible (op))
2439 make_visible (op); 2195 make_visible (op);
2440 } 2196 }
2441 } /* if player should attack something */ 2197 } /* if player should attack something */
2442} 2198}
2444int 2200int
2445move_player (object *op, int dir) 2201move_player (object *op, int dir)
2446{ 2202{
2447 int pick; 2203 int pick;
2448 2204
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2206 return 0;
2451 2207
2452 /* Sanity check: make sure dir is valid */ 2208 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2209 if ((dir < 0) || (dir >= 9))
2454 { 2210 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2212 return 0;
2457 } 2213 }
2458 2214
2459 /* peterm: added following line */ 2215 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2218
2463 op->facing = dir; 2219 op->facing = dir;
2464 2220
2465 if (op->hide) 2221 if (op->hide)
2466 do_hidden_move (op); 2222 do_hidden_move (op);
2477 2233
2478 /* Add special check for newcs players and fire on - this way, the 2234 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2235 * server can handle repeat firing.
2480 */ 2236 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2238 op->direction = dir;
2484 }
2485 else 2239 else
2486 {
2487 op->direction = 0; 2240 op->direction = 0;
2488 } 2241
2489 /* Update how the player looks. Use the facing, so direction may 2242 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2243 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2244 * for players.
2492 */ 2245 */
2493 animate_object (op, op->facing); 2246 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2503 */ 2256 */
2504int 2257int
2505handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2506{ 2259{
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)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2261 {
2529 flee_player (op); 2262 flee_player (op);
2263
2530 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2532 { 2266 {
2533 op->speed_left--; 2267 --op->speed_left;
2534 return 0; 2268 return 0;
2535 } 2269 }
2536 } 2270 }
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 2271
2546 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2274 * called, so we recheck it here.
2549 */ 2275 */
2550 HandleClient (op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2277 return 1;
2553 2278
2279 if (op->speed_left > 0.f)
2280 {
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2282 {
2556 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2284 --op->speed_left;
2558 2285
2559 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2562 */ 2289 */
2563 move_player (op, op->direction); 2290 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2291
2565 return 1; 2292 return op->speed_left > 0.f;
2566 else 2293 }
2567 return 0;
2568 } 2294 }
2569 2295
2570 return 0; 2296 return 0;
2571} 2297}
2572 2298
2592 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2593 2319
2594 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2595 op->stats.food = 999; 2321 op->stats.food = 999;
2596 2322
2597 fix_player (op); 2323 op->update_stats ();
2598 return 1; 2324 return 1;
2599 } 2325 }
2600 2326
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2336 * from.
2611 */ 2337 */
2612void 2338void
2613remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2614{ 2340{
2615 object *next;
2616
2617 while (op) 2341 while (op)
2618 { 2342 {
2619 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2344
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2346 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2630 } 2351 }
2631 else if (op->inv) 2352 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2633 2354
2634 op = next; 2355 op = next;
2635 } 2356 }
2636} 2357}
2637
2638 2358
2639/* 2359/*
2640 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2397 strcat (buf2, buf);
2678 2398
2679 return buf2; 2399 return buf2;
2680} 2400}
2681
2682
2683 2401
2684void 2402void
2685do_some_living (object *op) 2403do_some_living (object *op)
2686{ 2404{
2687 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2411 int rate_grace = 2000;
2694 const int max_hp = 1; 2412 const int max_hp = 1;
2695 const int max_sp = 1; 2413 const int max_sp = 1;
2696 const int max_grace = 1; 2414 const int max_grace = 1;
2697 2415
2698 if (op->contr->outputs_sync) 2416 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 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2704 2434
2705 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2706 { 2436 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2441 else
2713 { 2442 {
2714 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2445 }
2446
2717 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2449 else
2720 { 2450 {
2721 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2453 }
2454
2724 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2457 else
2727 { 2458 {
2728 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2461 }
2731 2462
2732 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2734 { 2465 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2737 { 2468 {
2738 op->stats.sp++; 2469 op->stats.sp++;
2744 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2477 op->stats.food = last_food;
2747 } 2478 }
2748 } 2479 }
2480
2749 if (max_sp > 1) 2481 if (max_sp > 1)
2750 { 2482 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2484 if (over_sp > 0)
2753 { 2485 {
2754 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2755 { 2487 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2491 op->stats.sp--;
2492
2759 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2761 } 2495 }
2762 op->last_sp = 0; 2496 op->last_sp = 0;
2763 } 2497 }
2764 else 2498 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2500 }
2769 else 2501 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2503 }
2774 2504
2775 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2778 { 2508 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2781 if (max_grace > 1) 2512 if (max_grace > 1)
2782 { 2513 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2515 if (over_grace > 0)
2785 { 2516 {
2813 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2546 op->stats.food = last_food;
2816 } 2547 }
2817 } 2548 }
2549
2818 if (max_hp > 1) 2550 if (max_hp > 1)
2819 { 2551 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2553 if (over_hp > 0)
2822 { 2554 {
2835 } 2567 }
2836 2568
2837 /* Digestion */ 2569 /* Digestion */
2838 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2839 { 2571 {
2840#ifdef COZY_SERVER
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2843#else
2844 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2573
2847 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2576 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578
2851 /* dms do not consume food */ 2579 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2580 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2581 op->stats.food--;
2854 } 2582 }
2855 }
2856 2583
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2584 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2585 {
2859 object *tmp, *flesh = NULL; 2586 object *tmp, *flesh = 0;
2860 2587
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2588 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2589 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2591 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2593 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2595 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2596 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2597 break;
2871 } 2598 }
2872 else if (tmp->type == FLESH) 2599 else if (tmp->type == FLESH)
2873 flesh = tmp; 2600 flesh = tmp;
2874 } /* End if paid for object */ 2601 } /* End if paid for object */
2875 } /* end of for loop */ 2602 } /* end of for loop */
2603
2876 /* If player is still starving, it means they don't have any food, so 2604 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2605 * eat flesh instead.
2878 */ 2606 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2608 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2610 manual_apply (op, flesh, 0);
2883 } 2611 }
2884 } /* end if player is starving */ 2612 }
2885 2613
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2614 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2615 op->stats.food++, op->stats.hp--;
2888 2616
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2618 kill_player (op);
2619 }
2891} 2620}
2892
2893
2894 2621
2895/* If the player should die (lack of hp, food, etc), we call this. 2622/* 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 2623 * 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 2624 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2625 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2655 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..."); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2657
2931 /* restore player */ 2658 /* restore player */
2932 at = archetype::find ("poisoning"); 2659 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2661 {
2936 tmp->destroy (); 2662 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2664 }
2939 2665
2940 at = archetype::find ("confusion"); 2666 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2667 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2668 {
2944 tmp->destroy (); 2669 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2671 }
2947 2672
2949 op->stats.hp = op->stats.maxhp; 2674 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2675 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2676 op->stats.food = 999;
2952 2677
2953 /* create a bodypart-trophy to make the winner happy */ 2678 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2679 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2680 {
2957 sprintf (buf, "%s's finger", &op->name); 2681 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2682 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " 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); 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2686 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2687 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2688 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2689 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2690 }
2968 2691
2969 /* teleport defeated player to new destination */ 2692 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2694 op->contr->braced = 0;
2976 2699
2977 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
2978 2701
2979 if (op->stats.food < 0) 2702 if (op->stats.food < 0)
2980 { 2703 {
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); 2704 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2705 strcpy (op->contr->killer, "starvation");
2990 } 2706 }
2991 else 2707 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); 2708 sprintf (buf, "%s died.", &op->name);
3001 } 2709
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2711
3004 /* save the map location for corpse, gravestone */ 2712 /* save the map location for corpse, gravestone */
3005 x = op->x; 2713 x = op->x;
3006 y = op->y; 2714 y = op->y;
3007 map = op->map; 2715 map = op->map;
3008 2716
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2717 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2718 * 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. 2719 * See the config.h file for a little more in depth detail about this.
3015 */ 2720 */
3016 2721
3017 /* Basically two ways to go - remove a stat permanently, or just 2722 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2723 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2724 * of death.
3020 */ 2725 */
3021#ifndef COZY_SERVER 2726#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2727 if (settings.balanced_stat_loss)
3023 { 2728 {
3024 /* If stat loss is permanent, lose one stat only. */ 2729 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2730 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2731 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2732 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2733 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2734 little bit harder. */
3030 /* GD */ 2735 /* GD */
3031 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2737 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2738 else
3037 { 2739 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2740 }
2741 else
3038 num_stats_lose = 1; 2742 num_stats_lose = 1;
3039 } 2743
3040 lost_a_stat = 0; 2744 lost_a_stat = 0;
3041 2745
3042 for (z = 0; z < num_stats_lose; z++) 2746 for (z = 0; z < num_stats_lose; z++)
3043 { 2747 {
3044 i = RANDOM () % NUM_STATS; 2748 i = RANDOM () % NUM_STATS;
3045 2749
3046 if (settings.stat_loss_on_death) 2750 if (settings.stat_loss_on_death)
3047 { 2751 {
3048 /* Pick a random stat and take a point off it. Tell the player 2752 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2753 * what he lost.
3050 */ 2754 */
3051 change_attr_value (&(op->stats), i, -1); 2755 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2756 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2757 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2758 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2759 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2760 lost_a_stat = 1;
2761 }
2762 else
2763 {
2764 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion");
2766 object *dep;
2767
2768 dep = present_arch_in_ob (deparch, op);
2769 if (!dep)
2770 {
2771 dep = arch_to_object (deparch);
2772 insert_ob_in_ob (dep, op);
3057 } 2773 }
3058 else 2774 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss)
3059 { 2776 {
3060 /* deplete a stat */ 2777 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2778 /* Get the stat that we're about to deplete. */
3062 object *dep; 2779 this_stat = get_attr_value (&(dep->stats), i);
3063 2780 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2781 {
3067 dep = arch_to_object (deparch); 2782 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2783 int keep_chance = this_stat * this_stat;
3069 } 2784
3070 lose_this_stat = 1; 2785 /* 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) 2786 if (keep_chance < 1)
2787 keep_chance = 1;
2788
2789 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2791 {
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; 2792 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2793 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2794 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 } 2795 }
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 */ 2796 else
3112 if (this_stat >= -50)
3113 { 2797 {
3114 change_attr_value (&(dep->stats), i, -1); 2798 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; 2799 lose_this_stat = 0;
2800 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2801 this_stat, keep_chance, loss_chance,
2802 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2803 }
3120 } 2804 }
3121 } 2805 }
2806
2807 if (lose_this_stat)
2808 {
2809 this_stat = get_attr_value (&(dep->stats), i);
2810 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a
2814 * difference.
2815 */
2816 if (this_stat >= -50)
2817 {
2818 change_attr_value (&(dep->stats), i, -1);
2819 SET_FLAG (dep, FLAG_APPLIED);
2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2821 op->update_stats ();
2822 lost_a_stat = 1;
2823 }
3122 } 2824 }
2825 }
2826 }
3123 /* If no stat lost, tell the player. */ 2827 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2828 if (!lost_a_stat)
3125 { 2829 {
3126 /* determine_god() seems to not work sometimes... why is this? 2830 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2831 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2832 const char *god = determine_god (op);
3129 2833
3130 if (god && (strcmp (god, "none"))) 2834 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); 2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2836 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2838 }
3135#else 2839#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2841#endif
3138 2842
3139 /* Put a gravestone up where the character 'almost' died. List the 2843 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2844 * exp loss on the stone.
3141 */ 2845 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2846 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2847 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2848 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2849 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2850 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); 2851 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; 2852 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2853 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2854 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2855
3152 /**************************************/ 2856 /**************************************/
3153 /* */ 2857 /* */
3154 /* Subtract the experience points, */ 2858 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2859 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2860 /* food, and reset HP's... */
3157 /* */ 2861 /* */
3158 /**************************************/ 2862 /**************************************/
3159 2863
3160 /* remove any poisoning and confusion the character may be suffering. */ 2864 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2865 /* restore player */
3162 at = archetype::find ("poisoning"); 2866 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2867 tmp = present_arch_in_ob (at, op);
3164 2868
3165 if (tmp) 2869 if (tmp)
3166 { 2870 {
3167 tmp->destroy (); 2871 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2873 }
3170 2874
3171 at = archetype::find ("confusion"); 2875 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2876 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2877 if (tmp)
3174 { 2878 {
3175 tmp->destroy (); 2879 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2881 }
3178 2882
3179 cure_disease (op, 0); /* remove any disease */ 2883 cure_disease (op, 0); /* remove any disease */
3180 2884
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2885 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2886 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2887 if (op->stats.food < 100)
3184 op->stats.food = 900; 2888 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2892
3189 /* 2893 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2894 * 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 2895 * and put them back in the map.
3192 * in the map. 2896 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2897 remove_unpaid_objects (op->inv, op);
3197 2898
3198 /****************************************/ 2899 /****************************************/
3199 /* */ 2900 /* */
3200 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
3202 /* */ 2903 /* */
3203 /****************************************/ 2904 /****************************************/
3204 2905
3205 enter_player_savebed (op); 2906 enter_player_savebed (op);
3206 2907
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2908 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2909
3213 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2913 * on the space that might harm the player.
3217 */ 2914 */
3218 will_kill_again = 0; 2915 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2916 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2917 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2918 will_kill_again |= tmp->attacktype;
3222 2919
3223 if (will_kill_again) 2920 if (will_kill_again)
3224 { 2921 {
3225 object *force; 2922 object *force;
3226 int at; 2923 int at;
3227 2924
3228 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2927 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2932 force->resist[at] = 100;
3236 2933
3237 insert_ob_in_ob (force, op); 2934 insert_ob_in_ob (force, op);
3238 fix_player (op); 2935 op->update_stats ();
3239 2936
3240 } 2937 }
3241 2938
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2939 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} 2940}
3311
3312 2941
3313void 2942void
3314loot_object (object *op) 2943loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2944{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2945 object *tmp, *tmp2, *next;
3317 2946
3318 if (op->container) 2947 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2948
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2949 for (tmp = op->inv; tmp; tmp = next)
3324 { 2950 {
3325 next = tmp->below; 2951 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2952
2953 if (tmp->invisible)
3327 continue; 2954 continue;
2955
3328 tmp->remove (); 2956 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2958
3330 if (tmp->type == CONTAINER) 2959 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2960 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2961
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2963 {
3336 if (tmp->nrof > 1) 2964 if (tmp->nrof > 1)
3337 { 2965 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2967 tmp2->destroy ();
3350/* 2978/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2981 * was changed.
3354 */ 2982 */
3355
3356void 2983void
3357fix_weight (void) 2984fix_weight (void)
3358{ 2985{
3359 player *pl; 2986 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2987 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 2989
3365 if (old == sum) 2990 if (old == sum)
3366 continue; 2991 continue;
3367 fix_player (pl->ob); 2992 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 2994 }
3370} 2995}
3371 2996
3372void 2997void
3373fix_luck (void) 2998fix_luck (void)
3374{ 2999{
3375 player *pl; 3000 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3001 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3002 pl->ob->change_luck (0);
3380} 3003}
3381
3382 3004
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3005/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3006 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3007 * just treat this as any other spell casting object.
3386 */ 3008 */
3387
3388void 3009void
3389cast_dust (object *op, object *throw_ob, int dir) 3010cast_dust (object *op, object *throw_ob, int dir)
3390{ 3011{
3391 object *skop, *spob; 3012 object *skop, *spob;
3392 3013
3426 if (op->type == PLAYER) 3047 if (op->type == PLAYER)
3427 { 3048 {
3428 op->contr->tmp_invis = 0; 3049 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3050 op->contr->invis_race = 0;
3430 } 3051 }
3052
3431 update_object (op, UP_OBJ_FACE); 3053 update_object (op, UP_OBJ_CHANGE);
3432} 3054}
3433 3055
3434int 3056int
3435is_true_undead (object *op) 3057is_true_undead (object *op)
3436{ 3058{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3060 return 1;
3441 3061
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; 3062 return 0;
3448} 3063}
3449 3064
3450/* look at the surrounding terrain to determine 3065/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3066 * the hideability of this object. Positive levels
3507 3122
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3124
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3126 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3127 if (!skop || num >= skop->level)
3514 { 3128 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3130 make_visible (op);
3517 return; 3131 return;
3518 } 3132 }
3519 else 3133 else
3520 num += 20; 3134 num += 20;
3521 } 3135
3522 num += op->map->difficulty; 3136 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3138 num -= hide;
3139
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3141 {
3527 make_visible (op); 3142 make_visible (op);
3528 if (op->type == PLAYER) 3143 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3145 }
3531 else if (op->type == PLAYER && skop) 3146 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3148}
3536 3149
3537/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3538 3151
3539int 3152int
3566 if (mflags & P_OUT_OF_MAP) 3179 if (mflags & P_OUT_OF_MAP)
3567 continue; 3180 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3182 continue;
3570 3183
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3185 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3187 return 1;
3575 else if (tmp->type == PLAYER) 3188 else if (tmp->type == PLAYER)
3576 { 3189 {
3606 if (pl->type != PLAYER) 3219 if (pl->type != PLAYER)
3607 { 3220 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3221 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3222 return -1;
3610 } 3223 }
3224
3611 if (!pl || !op) 3225 if (!pl || !op)
3612 return 0; 3226 return 0;
3613 3227
3614 if (op->head)
3615 {
3616 op = op->head; 3228 op = op->head_ ();
3617 } 3229
3618 get_rangevector (pl, op, &rv, 0x1); 3230 get_rangevector (pl, op, &rv, 0x1);
3619 3231
3620 /* starting with the 'head' part, lets loop 3232 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3233 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3234 * part that is in the los array but isnt on
3630 3242
3631 /* only the viewable area the player sees is updated by LOS 3243 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3244 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3245 * for any meaningful values.
3634 */ 3246 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3250 return 1;
3639 op = op->more; 3251 op = op->more;
3640 } 3252 }
3641 return 0; 3253 return 0;
3642} 3254}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3352 int i = 0, j = 0;
3741 3353
3742 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3751 3363
3752 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3753 return; 3365 return;
3754 3366
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3368
3757 if (tr == NULL || tr->item == NULL) 3369 if (!tr || !tr->item)
3758 { 3370 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3372 return;
3761 } 3373 }
3762 3374
3828 { 3440 {
3829 /* forces in the treasurelist can alter the player's stats */ 3441 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3442 object *skin;
3831 3443
3832 /* first get the dragon skin force */ 3444 /* first get the dragon skin force */
3445 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); 3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 ;
3448
3834 if (skin == NULL) 3449 if (!skin)
3835 return; 3450 return;
3836 3451
3837 /* adding new spellpath attunements */ 3452 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3453 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3454 {
3884 * not readied. 3499 * not readied.
3885 */ 3500 */
3886void 3501void
3887player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3888{ 3503{
3889 rangetype i; 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3890 3506
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3507 if (pl->combat_ob == ob)
3892 { 3508 pl->combat_ob = 0;
3509
3893 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3894 { 3511 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

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