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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.126 by root, Sat May 12 16:06:42 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 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
82 int comp; 44 int comp;
83 int size; 45 int size;
84 46
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 49 return;
89 } 50
90 motd[0] = '\0'; 51 motd[0] = '\0';
91 size = 0; 52 size = 0;
53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
58
96 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 60 size += strlen (buf);
98 } 61 }
62
99 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);
100 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
101} 65}
102 66
103void 67void
109 int comp; 73 int comp;
110 int size; 74 int size;
111 75
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 78 return;
116 } 79
117 rules[0] = '\0'; 80 rules[0] = '\0';
118 size = 0; 81 size = 0;
82
119 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
120 { 84 {
121 if (*buf == '#') 85 if (*buf == '#')
122 continue; 86 continue;
87
123 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
124 { 89 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 91 break;
127 } 92 }
93
128 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 95 size += strlen (buf);
130 } 96 }
97
131 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);
132 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
133} 100}
134 101
135void 102void
143 int size; 110 int size;
144 111
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 114 return;
115
148 news[0] = '\0'; 116 news[0] = '\0';
149 subject[0] = '\0'; 117 subject[0] = '\0';
150 size = 0; 118 size = 0;
119
151 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
152 { 121 {
153 if (*buf == '#') 122 if (*buf == '#')
154 continue; 123 continue;
124
155 if (*buf == '%') 125 if (*buf == '%')
156 { /* send one news */ 126 { /* send one news */
157 if (size > 0) 127 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
160 strip_endline (subject); 131 strip_endline (subject);
161 size = 0; 132 size = 0;
162 news[0] = '\0'; 133 news[0] = '\0';
163 } 134 }
172 size += strlen (buf); 143 size += strlen (buf);
173 } 144 }
174 } 145 }
175 146
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
179}
180
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 150}
288 151
289/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
290static void 153static void
291set_first_map (object *op) 154set_first_map (object *op)
292{ 155{
293 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
294 op->x = -1; 157 op->x = -1;
295 op->y = -1; 158 op->y = -1;
296 enter_exit (op, NULL);
297} 159}
298 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
299/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
300 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
301 * mode. 371 * mode.
302 */ 372 */
303 373player *
304int 374player::create ()
305add_player (client *ns)
306{ 375{
307 player *p = new player; 376 player *pl = new player;
308 377
309 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 379
312 p->next = first_player; 380 pl->ob->roll_stats ();
313 first_player = p; 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
314 383
315 p = get_player (p);
316
317 set_first_map (p->ob); 384 set_first_map (pl->ob);
318 385
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 386 return pl;
327} 387}
328 388
329/* 389/*
330 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
340 { 400 {
341 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
342 at = first_archetype; 402 at = first_archetype;
343 else 403 else
344 at = at->next; 404 at = at->next;
405
345 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
346 return at; 407 return at;
408
347 if (at == start) 409 if (at == start)
348 { 410 {
349 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 412 exit (-1);
351 } 413 }
352 } 414 }
353} 415}
354 416
355
356object * 417object *
357get_nearest_player (object *mon) 418get_nearest_player (object *mon)
358{ 419{
359 object *op = NULL; 420 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 421 objectlink *ol;
362 unsigned lastdist; 422 unsigned lastdist;
363 rv_vector rv; 423 rv_vector rv;
364 424
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 426 {
367 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 434 object *tmp = ol->ob;
375 435
376 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 437 * itself will have been cleared.
378 */ 438 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
380 ol = ol->next; 441 ol = ol->next;
381 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
382 if (!ol) 443 if (!ol)
383 return op; 444 return op;
384 } 445 }
397 { 458 {
398 op = ol->ob; 459 op = ol->ob;
399 lastdist = rv.distance; 460 lastdist = rv.distance;
400 } 461 }
401 } 462 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 463
403 { 464 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
408 { 467 {
409 op = pl->ob; 468 op = pl->ob;
410 lastdist = rv.distance; 469 lastdist = rv.distance;
411 } 470 }
412 } 471
413 }
414#if 0 472#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 474#endif
417 return op; 475 return op;
418} 476}
436 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 496 * is probably not a good thing.
439 */ 497 */
440#define MAX_SPACES 50 498#define MAX_SPACES 50
441
442 499
443/* 500/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 534 x = mon->x;
478 y = mon->y; 535 y = mon->y;
479 m = mon->map; 536 m = mon->map;
480 dir = rv.direction; 537 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
483 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 542 if (diff > max)
485 return 0; 543 return 0;
544
486 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
487 { 546 {
488 lastx = x; 547 lastx = x;
489 lasty = y; 548 lasty = y;
490 lastmap = m; 549 lastmap = m;
572 max--; 631 max--;
573 lastdir = dir; 632 lastdir = dir;
574 if (!firstdir) 633 if (!firstdir)
575 firstdir = dir; 634 firstdir = dir;
576 } 635 }
636
577 if (diff <= 1) 637 if (diff <= 1)
578 { 638 {
579 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 640 * headed toward player for entire distance.
581 */ 641 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 644 }
645
585 if (diff > max) 646 if (diff > max)
586 return 0; 647 return 0;
587 } 648 }
649
588 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
589 if (!max) 651 if (!max)
590 return 0; 652 return 0;
591 653
592 return firstdir; 654 return firstdir;
685 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
686 link_player_skills (pl); 748 link_player_skills (pl);
687} 749}
688 750
689void 751void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
774{ 753{
775 if (party == NULL) 754 if (party == NULL)
776 { 755 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 757 return;
779 } 758 }
759
780 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 764}
785
786 765
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 767static int
789roll_stat (void) 768roll_stat (void)
790{ 769{
791 int a[4], i, j, k; 770 int a[4], i, j, k;
792 771
793 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
795 774
796 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 776 if (a[i] < k)
798 k = a[i], j = i; 777 k = a[i], j = i;
799 778
800 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 780 if (i != j)
803 k += a[i]; 781 k += a[i];
804 } 782
805 return k; 783 return k;
806} 784}
807 785
808void 786void
809roll_stats (object *op) 787object::roll_stats ()
810{ 788{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 789 int statsort [7];
814 790
815 do 791 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 792 {
826 while (sum < 82 || sum > 116); 793 int sum = 0;
794 for (int i = 7; i--; )
795 sum += statsort [i] = roll_stat ();
827 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
828 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 803
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 804 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
861 811
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 812 stats.exp = 0;
873 op->stats.ac = 0; 813 stats.ac = 0;
874 814
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 815 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
883 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
884} 827}
885 828
886void 829void
887Roll_Again (object *op) 830object::swap_stats (int a, int b)
888{ 831{
889 esrv_new_player (op->contr, 0); 832 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 834 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 835
894void 836 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843
844 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats
846 stats.ac = 0;
847
848 level = 1;
849 stats.exp = 0;
850 stats.ac = 0;
851
852 stats.hp = stats.maxhp;
853 stats.sp = stats.maxsp;
854 stats.grace = stats.maxgrace;
855
856 if (contr)
857 {
858 contr->levhp[1] = 9;
859 contr->levsp[1] = 6;
860 contr->levgrace[1] = 3;
861
862 contr->orig_stats = stats;
863 }
864}
865
866static void
867start_info (object *op)
896{ 868{
897 signed char tmp;
898 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
899 870
900 if (op->contr->Swap_First == -1) 871 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 872 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 873 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 875}
1015 876
1016/* This function takes the key that is passed, and does the 877/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 878 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 879 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 880 * separate race and class; this actually changes the RACE,
1020 * not the class. 881 * not the class.
1021 */ 882 */
1022 883void
1023int 884player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 885{
1026 int tmp_loop;
1027
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D')
1035 {
1036 char buf[MAX_BUF];
1037
1038 /* this must before then initial items are given */ 886 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 887 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 888
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 889 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 890 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, ob, 0, 0, 0);
1044 892
1045 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, ob->contr);
1047 895
1048 op->contr->state = ST_PLAYING; 896 ob->contr->ns->state = ST_PLAYING;
1049 897
1050 if (op->msg) 898 if (ob->msg)
1051 op->msg = NULL; 899 ob->msg = 0;
1052 900
1053 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
1054 * to save here. 902 * to save here.
1055 */ 903 */
904 {
905 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 907 make_path_to_file (buf);
908 }
1058 909
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 910 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 912 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 913 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 914 esrv_send_inventory (ob, ob);
1067 fix_player (op); 915 ob->update_stats ();
1068 916
1069 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1070 * is one for this race 918 * is one for this race
1071 */ 919 */
1072 if (*first_map_ext_path) 920 if (*first_map_ext_path)
1073 { 921 {
1074 object *tmp; 922 object *tmp;
1075 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1076 924
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1078 tmp = object::create (); 926 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1084 * default initial map */ 932 * default initial map */
1085 tmp->destroy (); 933 tmp->destroy ();
1086 } 934 }
1087 else 935 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 937}
1091 return 0;
1092 }
1093 938
939void
940player::chargen_race_next ()
941{
1094 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
1096 */ 944 */
1097 945
1098 tmp_loop = 0; 946 do
1099 while (!tmp_loop)
1100 { 947 {
1101 shstr name = op->name; 948 shstr name = ob->name;
1102 int x = op->x, y = op->y; 949 int x = ob->x, y = ob->y;
1103 950
1104 remove_statbonus (op); 951 ob->remove_statbonus ();
1105 op->remove (); 952 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 953 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 954 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 955 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 956 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 957 ob->name = ob->name_pl = name;
1111 op->x = x; 958 ob->x = x;
1112 op->y = y; 959 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 962 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 963 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 964 }
965 while (!allowed_class (ob));
1119 966
1120 update_object (op, UP_OBJ_FACE); 967 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 969 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 970 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 971 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 972 ob->stats.grace = 0;
1126
1127 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 973}
1182 974
1183void 975void
1184flee_player (object *op) 976flee_player (object *op)
1185{ 977{
1215 { 1007 {
1216 op->enemy = NULL; 1008 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1009 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1010 return;
1219 } 1011 }
1012
1220 get_rangevector (op, op->enemy, &rv, 0); 1013 get_rangevector (op, op->enemy, &rv, 0);
1221 1014
1222 dir = absdir (4 + rv.direction); 1015 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1016 for (diff = 0; diff < 3; diff++)
1224 { 1017 {
1225 int m = 1 - (RANDOM () & 2); 1018 int m = 1 - (RANDOM () & 2);
1226 1019
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1020 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1021 return;
1230 }
1231 } 1022 }
1023
1232 /* Cornered, get rid of scared */ 1024 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1026 op->enemy = NULL;
1235} 1027}
1236 1028
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* check_pick sees if there is stuff to be picked up/picks up stuff.
1239 * IT returns 1 if the player should keep on moving, 0 if he should 1030 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1031 * stop.
1241 */ 1032 */
1242int 1033int
1243check_pick (object *op) 1034check_pick (object *op)
1244{ 1035{
1245 object *tmp, *next; 1036 object *tmp, *next;
1246 int stop = 0; 1037 int stop = 0;
1247 int j, k, wvratio; 1038 int wvratio;
1248 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1249 1040
1250 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1252 return 1; 1043 return 1;
1253 1044
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1115 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1120 }
1121
1358 /* philosophy: 1122 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1123 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1124 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1126 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1127 * example.
1364 * The drawback: right now it has no frontend, so you need to 1128 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1129 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1381 * found object is returned.
1618 */ 1382 */
1619object * 1383object *
1620find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1621{ 1385{
1622 object *tmp = NULL; 1386 object *tmp = 0;
1623 1387
1624 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1628 return op; 1392 return op;
1393
1629 return tmp; 1394 return tmp;
1630} 1395}
1631 1396
1632/* 1397/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634 * against the target. A full test is not performed, simply a basic test 1399 * against the target. A full test is not performed, simply a basic test
1635 * of resistances. The archer is making a quick guess at what he sees down 1400 * of resistances. The archer is making a quick guess at what he sees down
1636 * the hall. Failing that it does it's best to pick the highest plus arrow. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1402 */
1638
1639object * 1403object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1405{
1642 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1709 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1474 * op = the shooter
1711 * type = bow->race 1475 * type = bow->race
1712 * dir = fire direction 1476 * dir = fire direction
1713 */ 1477 */
1714
1715object * 1478object *
1716pick_arrow_target (object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1717{ 1480{
1718 object *tmp = NULL; 1481 object *tmp = NULL;
1719 maptile *m; 1482 maptile *m;
1792 if (!dir) 1555 if (!dir)
1793 { 1556 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1558 return 0;
1796 } 1559 }
1797 if (op->type == PLAYER) 1560
1798 bow = op->contr->ranges[range_bow]; 1561 if (player *pl = op->contr)
1562 {
1563 bow = pl->ranged_ob;
1564 if (!op->change_weapon (bow))
1565 return 0;
1566 }
1799 else 1567 else
1800 { 1568 {
1801 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1803 * don't need to switch back and forth between bows and weapons. 1571 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1576 if (!bow)
1809 { 1577 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1579 return 0;
1812 } 1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1813 } 1589 }
1590
1814 if (!bow->race || !bow->skill) 1591 if (!bow->race || !bow->skill)
1815 { 1592 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1594 return 0;
1818 } 1595 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1598
1822 /* penalize ROF for bestarrow */ 1599 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1825 if (bowspeed < 1) 1603 if (bowspeed < 1)
1826 bowspeed = 1; 1604 bowspeed = 1;
1827 1605
1828 if (arrow == NULL) 1606 if (arrow == NULL)
1829 { 1607 {
1832 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1613 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1837 return 0; 1616 return 0;
1838 } 1617 }
1839 } 1618 }
1619
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1621 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1622 return 0;
1844 } 1623
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1624 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1625 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1626 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1627 return 0;
1849 } 1628 }
1855 return 0; 1634 return 0;
1856 } 1635 }
1857 1636
1858 left = arrow; /* these are arrows left to the player */ 1637 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1638 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1639 if (!arrow)
1861 { 1640 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1642 return 0;
1864 } 1643 }
1644
1865 arrow->set_owner (op); 1645 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1646 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1647 arrow->direction = dir;
1869 arrow->x = sx; 1648
1870 arrow->y = sy; 1649 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1650 arrow->stats.hp = arrow->stats.dam;
1651 arrow->stats.grace = arrow->attacktype;
1652
1653 if (arrow->slaying)
1654 arrow->spellarg = strdup (arrow->slaying);
1871 1655
1872 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1873 { 1657 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1659 op->update_stats ();
1876 } 1660 }
1877 1661
1878 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam;
1881 arrow->stats.grace = arrow->attacktype;
1882 if (arrow->slaying != NULL)
1883 arrow->spellarg = strdup (arrow->slaying);
1884 1663
1885 /* Note that this was different for monsters - they got their level 1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1886 * added to the damage. I think the strength bonus is more proper.
1887 */
1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890 1665
1891 /* update the speed */ 1666 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1667 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1668 + bow->stats.dam / 7.0;
1894 1669
1895 if (arrow->speed < 1.0) 1670 arrow->set_speed (max (arrow->speed, 2.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1899 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1900 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1901 { 1676 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1904 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1905
1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1682
1683 arrow->attacktype |= op->attacktype;
1907 } 1684 }
1908 else 1685 else
1909 { 1686 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1687 arrow->level = op->level;
1912 } 1688 arrow->stats.wc -= bow->magic;
1913 1689
1914 if (arrow->attacktype == AT_PHYSICAL) 1690 if (!arrow->slaying)
1691 arrow->slaying = bow->slaying;
1692
1915 arrow->attacktype |= bow->attacktype; 1693 arrow->attacktype |= bow->attacktype;
1694 }
1916 1695
1917 if (bow->slaying != NULL) 1696 arrow->stats.wc -= arrow->level;
1918 arrow->slaying = bow->slaying;
1919 1697
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1698 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1699 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1700
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1701 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1702 m->insert (arrow, sx, sy, op);
1926 1703
1927 if (!arrow->destroyed ()) 1704 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1705 move_arrow (arrow);
1929 1706
1930 if (op->type == PLAYER) 1707 if (op->type == PLAYER)
1950{ 1727{
1951 int ret = 0, wcmod = 0; 1728 int ret = 0, wcmod = 0;
1952 1729
1953 if (op->contr->bowtype == bow_bestarrow) 1730 if (op->contr->bowtype == bow_bestarrow)
1954 { 1731 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1733 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1734 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1735 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1736 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1737 wcmod = -1;
1738
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1740 }
1963 else if (op->contr->bowtype == bow_threewide) 1741 else if (op->contr->bowtype == bow_threewide)
1964 { 1742 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 else if (op->contr->bowtype == bow_spreadshot) 1747 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1748 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1750 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1751 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1752 }
1976 else 1753 else
1977 { 1754 {
1978 /* Simple case */ 1755 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1756 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1757 }
1758
1981 return ret; 1759 return ret;
1982} 1760}
1983 1761
1984 1762
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1763/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1764 * Broken apart from 'fire' to keep it more readable.
1987 */ 1765 */
1988void 1766void
1989fire_misc_object (object *op, int dir) 1767fire_misc_object (object *op, int dir)
1990{ 1768{
1991 object *item; 1769 object *item = op->contr->ranged_ob;
1992 1770
1993 if (!op->contr->ranges[range_misc]) 1771 if (!item)
1994 { 1772 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1773 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1774 return;
1997 } 1775 }
1998 1776
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1777 if (!item->inv)
2001 { 1778 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1779 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1780 return;
2004 } 1781 }
1782
1783 if (!op->change_weapon (item))
1784 return;
1785
2005 if (item->type == WAND) 1786 if (item->type == WAND)
2006 { 1787 {
2007 if (item->stats.food <= 0) 1788 if (item->stats.food <= 0)
2008 { 1789 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1790 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1792
2011 return; 1793 return;
2012 } 1794 }
2013 } 1795 }
2014 else if (item->type == ROD || item->type == HORN) 1796 else if (item->type == ROD || item->type == HORN)
2015 { 1797 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1799 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1801
2019 if (item->type == ROD) 1802 if (item->type == ROD)
2020 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1804 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1806
2023 return; 1807 return;
2024 } 1808 }
2025 } 1809 }
2026 1810
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1811 if (cast_spell (op, item, dir, item->inv, NULL))
2035 1819
2036 if (item->arch) 1820 if (item->arch)
2037 { 1821 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2040 item->speed = 0; 1824 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1825 }
1826
2043 if ((tmp = is_player_inv (item))) 1827 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1829 }
2046 } 1830 }
2047 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1832 drain_rod_charge (item);
2050 }
2051 } 1833 }
2052} 1834}
2053 1835
2054/* Received a fire command for the player - go and do it. 1836/* Received a fire command for the player - go and do it.
2055 */ 1837 */
2060 1842
2061 /* check for loss of invisiblity/hide */ 1843 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1844 if (action_makes_visible (op))
2063 make_visible (op); 1845 make_visible (op);
2064 1846
2065 switch (op->contr->shoottype) 1847 player *pl = op->contr;
1848
1849 if (pl->golem)
2066 { 1850 {
2067 case range_none: 1851 control_golem (op->contr->golem, dir);
2068 return; 1852 return;
1853 }
2069 1854
2070 case range_bow: 1855 object *ob = pl->ranged_ob;
1856
1857 if (!ob)
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
2071 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
2072 return; 1864 break;
2073 1865
2074 case range_magic: /* Casting spells */ 1866 case SPELL:
2075 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);
2076 return; 1868 break;
2077 1869
2078 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 case SKILL_TOOL:
1876 do_skill (op, op, ob, dir, 0);
1877 break;
1878
1879 default:
2079 fire_misc_object (op, dir); 1880 fire_misc_object (op, dir);
2080 return; 1881 break;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return;
2098 }
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
2104 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return;
2107 } 1882 }
2108} 1883}
2109
2110
2111 1884
2112/* find_key 1885/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1886 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL 1887 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1888 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1890 * pl is the player,
2118 * inv is the objects inventory to searched 1891 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1892 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1893 * This function can be called recursively to search containers.
2121 */ 1894 */
2122
2123object * 1895object *
2124find_key (object *pl, object *container, object *door) 1896find_key (object *pl, object *container, object *door)
2125{ 1897{
2126 object *tmp, *key; 1898 object *tmp, *key;
2127 1899
2128 /* Should not happen, but sanity checking is never bad */ 1900 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1901 if (!container->inv)
2130 return NULL; 1902 return 0;
2131 1903
2132 /* First, lets try to find a key in the top level inventory */ 1904 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1905 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1906 {
2135 if (door->type == DOOR && tmp->type == KEY) 1907 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1908 break;
2137 /* For sanity, we should really check door type, but other stuff 1909 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1910 * (like containers) can be locked with special keys
2139 */ 1911 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1912 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1913 break;
2142 } 1914 }
1915
2143 /* No key found - lets search inventories now */ 1916 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1917 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1918 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1919 * a key, return
2147 */ 1920 */
2148 if (!tmp) 1921 if (!tmp)
2149 { 1922 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1923 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1924 {
2152 /* No reason to search empty containers */ 1925 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1926 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1927 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1928 if ((key = find_key (pl, tmp, door)))
2156 return key; 1929 return key;
2157 } 1930 }
2158 } 1931 }
1932
2159 if (!tmp) 1933 if (!tmp)
2160 return NULL; 1934 return NULL;
2161 } 1935 }
1936
2162 /* We get down here if we have found a key. Now if its in a container, 1937 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1938 * see if we actually want to use it
2164 */ 1939 */
2165 if (pl != container) 1940 if (pl != container)
2166 { 1941 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1962 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1963 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1964 return NULL;
2190 } 1965 }
2191 } 1966 }
1967
2192 return tmp; 1968 return tmp;
2193} 1969}
2194 1970
2195/* moved door processing out of move_player_attack. 1971/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1972 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1974 * 0 otherwise
2199 */ 1975 */
2200static int 1976static int
2201player_attack_door (object *op, object *door) 1977player_attack_door (object *op, object *door)
2202{ 1978{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1979 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1980 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1981 * otherwise, we fall through to the rest of the code.
2207 */ 1982 */
2208 object *key = find_key (op, op, door); 1983 object *key = find_key (op, op, door);
2211 if (key) 1986 if (key)
2212 { 1987 {
2213 object *container = key->env; 1988 object *container = key->env;
2214 1989
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1990 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1991
2216 if (action_makes_visible (op)) 1992 if (action_makes_visible (op))
2217 make_visible (op); 1993 make_visible (op);
1994
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1995 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1996 spring_trap (door->inv, op);
1997
2220 if (door->type == DOOR) 1998 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1999 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 2000 else if (door->type == LOCKED_DOOR)
2225 { 2001 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2002 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2227 remove_door2 (door); /* remove door without violence ;-) */ 2003 remove_door2 (door); /* remove door without violence ;-) */
2228 } 2004 }
2005
2229 /* Do this after we print the message */ 2006 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2007 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2008 /* Need to update the weight the container the key was in */
2232 if (container != op) 2009 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2010 esrv_update_item (UPD_WEIGHT, op, container);
2011
2234 return 1; /* Nothing more to do below */ 2012 return 1; /* Nothing more to do below */
2235 } 2013 }
2236 else if (door->type == LOCKED_DOOR) 2014 else if (door->type == LOCKED_DOOR)
2237 { 2015 {
2238 /* Might as well return now - no other way to open this */ 2016 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2017 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2018 return 1;
2241 } 2019 }
2020
2242 return 0; 2021 return 0;
2243} 2022}
2244 2023
2245/* This function is just part of a breakup from move_player. 2024/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2025 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2026 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2027 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2028 * going to try and move (not fire weapons).
2250 */ 2029 */
2251
2252void 2030void
2253move_player_attack (object *op, int dir) 2031move_player_attack (object *op, int dir)
2254{ 2032{
2255 object *tmp, *mon; 2033 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2034 int on_battleground;
2258 maptile *m; 2035 maptile *m;
2259 2036
2260 nx = freearr_x[dir] + op->x; 2037 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2038 sint16 ny = freearr_y[dir] + op->y;
2262 2039
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2040 on_battleground = op_on_battleground (op, 0, 0);
2264 2041
2265 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2273 */ 2050 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2052 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2053 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2054 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2055 m = op->map->xy_find (nx, ny);
2279 if (!m) 2056 if (!m)
2280 return; /* Don't think this should happen */ 2057 return; /* Don't think this should happen */
2281 } 2058 }
2282 else 2059 else
2283 m = op->map; 2060 m = op->map;
2284 2061
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2062 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2063 return;
2289 }
2290 2064
2291 mon = NULL; 2065 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2066 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2067 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2068 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2069 * on the space
2296 */ 2070 */
2297 while (tmp != NULL) 2071 while (tmp)
2298 { 2072 {
2299 if (tmp == op) 2073 if (tmp == op)
2300 { 2074 {
2301 tmp = tmp->above; 2075 tmp = tmp->above;
2302 continue; 2076 continue;
2312 mon = tmp; 2086 mon = tmp;
2313 2087
2314 tmp = tmp->above; 2088 tmp = tmp->above;
2315 } 2089 }
2316 2090
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2091 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2092 return; /* into a wall */
2319 2093
2320 if (mon->head != NULL) 2094 if (mon->head)
2321 mon = mon->head; 2095 mon = mon->head;
2322 2096
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2097 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2098 if (player_attack_door (op, mon))
2325 return; 2099 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2122 {
2349 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2124 if (op->contr->braced)
2351 return; 2125 return;
2126
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2130 make_visible (op);
2131
2356 return; 2132 return;
2357 } 2133 }
2358 2134
2359 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2138 * attack them either.
2363 */ 2139 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2142#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2143 (op->contr->peaceful
2368 || (mon->type == PLAYER 2144 || (mon->type == PLAYER
2369 && mon->contr-> 2145 && mon->contr->
2370 peaceful)) && 2146 peaceful)) &&
2371#else 2147#else
2372 op->contr->peaceful && 2148 op->contr->peaceful &&
2373#endif 2149#endif
2374 !on_battleground)) 2150 !on_battleground))
2375 { 2151 {
2376 if (!op->contr->braced) 2152 if (!op->contr->braced)
2377 { 2153 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2155 push_ob (mon, dir, op);
2380 } 2156 }
2381 else 2157 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2158 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2159
2385 if (op->contr->tmp_invis || op->hide) 2160 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2161 make_visible (op);
2387 } 2162 }
2388 2163
2389 /* If the object is a boulder or other rollable object, then 2164 /* If the object is a boulder or other rollable object, then
2400 * Way it works is like this: First, it must have some hit points 2175 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following: 2176 * and be living. Then, it must be one of the following:
2402 * 1) Not a player, 2) A player, but of a different party. Note 2177 * 1) Not a player, 2) A player, but of a different party. Note
2403 * that party_number -1 is no party, so attacks can still happen. 2178 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2179 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2180 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2181 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2182 {
2409 2183
2410 /* If the player hasn't hit something this tick, and does 2184 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2191 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2192
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2193 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2194 }
2421 2195
2422 skill_attack (mon, op, 0, NULL, NULL); 2196 skill_attack (mon, op, 0, 0, 0);
2423 2197
2424 /* If attacking another player, that player gets automatic 2198 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2199 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2200 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2201 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2203 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2204 {
2431 short luck = mon->stats.luck; 2205 short luck = mon->stats.luck;
2432 2206
2433 mon->contr->has_hit = 1; 2207 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2208 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2209 mon->stats.luck = luck;
2436 } 2210 }
2211
2437 if (action_makes_visible (op)) 2212 if (action_makes_visible (op))
2438 make_visible (op); 2213 make_visible (op);
2439 } 2214 }
2440 } /* if player should attack something */ 2215 } /* if player should attack something */
2441} 2216}
2443int 2218int
2444move_player (object *op, int dir) 2219move_player (object *op, int dir)
2445{ 2220{
2446 int pick; 2221 int pick;
2447 2222
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2223 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2224 return 0;
2450 2225
2451 /* Sanity check: make sure dir is valid */ 2226 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2227 if ((dir < 0) || (dir >= 9))
2453 { 2228 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2229 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2230 return 0;
2456 } 2231 }
2457 2232
2458 /* peterm: added following line */ 2233 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2234 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2235 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2236
2462 op->facing = dir; 2237 op->facing = dir;
2463 2238
2464 if (op->hide) 2239 if (op->hide)
2465 do_hidden_move (op); 2240 do_hidden_move (op);
2476 2251
2477 /* Add special check for newcs players and fire on - this way, the 2252 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2253 * server can handle repeat firing.
2479 */ 2254 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2255 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2256 op->direction = dir;
2483 }
2484 else 2257 else
2485 {
2486 op->direction = 0; 2258 op->direction = 0;
2487 } 2259
2488 /* Update how the player looks. Use the facing, so direction may 2260 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2261 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2262 * for players.
2491 */ 2263 */
2492 animate_object (op, op->facing); 2264 animate_object (op, op->facing);
2501 * Returns true if there are more actions we can do. 2273 * Returns true if there are more actions we can do.
2502 */ 2274 */
2503int 2275int
2504handle_newcs_player (object *op) 2276handle_newcs_player (object *op)
2505{ 2277{
2506 if (op->contr->hidden)
2507 {
2508 op->invisible = 1000;
2509 /* the socket code flashes the player visible/invisible
2510 * depending on the value of invisible, so we need to
2511 * alternate it here for it to work correctly.
2512 */
2513 if (pticks & 2)
2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2519 if (!op->invisible)
2520 {
2521 make_visible (op);
2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 }
2524 }
2525
2526 if (QUERY_FLAG (op, FLAG_SCARED)) 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2279 {
2528 flee_player (op); 2280 flee_player (op);
2529 /* If player is still scared, that is his action for this tick */ 2281 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED)) 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2531 { 2283 {
2532 op->speed_left--; 2284 op->speed_left--;
2533 return 0; 2285 return 0;
2534 } 2286 }
2535 } 2287 }
2536
2537 /* I've been seeing crashes where the golem has been destroyed, but
2538 * the player object still points to the defunct golem. The code that
2539 * destroys the golem looks correct, and it doesn't always happen, so
2540 * put this in a a workaround to clean up the golem pointer.
2541 */
2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2543 op->contr->ranges[range_golem] = 0;
2544 2288
2545 /* call this here - we also will call this in do_ericserver, but 2289 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2290 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2291 * called, so we recheck it here.
2548 */ 2292 */
2549 op->contr->socket->handle_command (); 2293 if (op->contr->ns->handle_command ())
2294 return 1;
2295
2550 if (op->speed_left < 0) 2296 if (op->speed_left > 0)
2551 return 0; 2297 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2298 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2299 {
2555 /* All move commands take 1 tick, at least for now */ 2300 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2301 op->speed_left--;
2557 2302
2558 /* Instead of all the stuff below, let move_player take care 2303 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2304 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2305 * there, as well as the confusion stuff.
2561 */ 2306 */
2562 move_player (op, op->direction); 2307 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2308
2564 return 1; 2309 return op->speed_left > 0;
2565 else 2310 }
2566 return 0;
2567 } 2311 }
2568 2312
2569 return 0; 2313 return 0;
2570} 2314}
2571 2315
2591 op->stats.hp = op->stats.maxhp; 2335 op->stats.hp = op->stats.maxhp;
2592 2336
2593 if (op->stats.food < 0) 2337 if (op->stats.food < 0)
2594 op->stats.food = 999; 2338 op->stats.food = 999;
2595 2339
2596 fix_player (op); 2340 op->update_stats ();
2597 return 1; 2341 return 1;
2598 } 2342 }
2599 2343
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2344 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2345 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2353 * from.
2610 */ 2354 */
2611void 2355void
2612remove_unpaid_objects (object *op, object *env) 2356remove_unpaid_objects (object *op, object *env)
2613{ 2357{
2614 object *next;
2615
2616 while (op) 2358 while (op)
2617 { 2359 {
2618 next = op->below; /* Make sure we have a good value, in case 2360 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2361
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2362 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2363 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2364 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2365 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2366
2367 op->insert_at (env);
2629 } 2368 }
2630 else if (op->inv) 2369 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2370 remove_unpaid_objects (op->inv, env);
2632 2371
2633 op = next; 2372 op = next;
2634 } 2373 }
2635} 2374}
2636
2637 2375
2638/* 2376/*
2639 * Returns pointer a static string containing gravestone text 2377 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2378 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2379 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2414 strcat (buf2, buf);
2677 2415
2678 return buf2; 2416 return buf2;
2679} 2417}
2680
2681
2682 2418
2683void 2419void
2684do_some_living (object *op) 2420do_some_living (object *op)
2685{ 2421{
2686 int last_food = op->stats.food; 2422 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2428 int rate_grace = 2000;
2693 const int max_hp = 1; 2429 const int max_hp = 1;
2694 const int max_sp = 1; 2430 const int max_sp = 1;
2695 const int max_grace = 1; 2431 const int max_grace = 1;
2696 2432
2697 if (op->contr->outputs_sync) 2433 if (op->contr->hidden)
2698 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2434 {
2435 op->invisible = 1000;
2436 /* the socket code flashes the player visible/invisible
2437 * depending on the value of invisible, so we need to
2438 * alternate it here for it to work correctly.
2439 */
2440 if (pticks & 2)
2441 op->invisible--;
2442 }
2443 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2444 {
2445 if (!op->invisible--)
2446 {
2447 make_visible (op);
2448 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2449 }
2450 }
2703 2451
2704 if (op->contr->state == ST_PLAYING) 2452 if (op->contr->ns->state == ST_PLAYING)
2705 { 2453 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2454 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2455 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2456 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2457 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2458 else
2712 { 2459 {
2713 gen_hp = op->stats.maxhp; 2460 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2461 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2462 }
2463
2716 if (op->contr->gen_sp >= 0) 2464 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2465 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2466 else
2719 { 2467 {
2720 gen_sp = op->stats.maxsp; 2468 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2469 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2470 }
2471
2723 if (op->contr->gen_grace >= 0) 2472 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2473 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2474 else
2726 { 2475 {
2727 gen_grace = op->stats.maxgrace; 2476 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2477 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2478 }
2730 2479
2731 /* Regenerate Spell Points */ 2480 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2481 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2482 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2483 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2735 if (op->stats.sp < op->stats.maxsp) 2484 if (op->stats.sp < op->stats.maxsp)
2736 { 2485 {
2737 op->stats.sp++; 2486 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2492 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2494 op->stats.food = last_food;
2746 } 2495 }
2747 } 2496 }
2497
2748 if (max_sp > 1) 2498 if (max_sp > 1)
2749 { 2499 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2500 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2501 if (over_sp > 0)
2752 { 2502 {
2753 if (op->stats.sp < op->stats.maxsp) 2503 if (op->stats.sp < op->stats.maxsp)
2754 { 2504 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2505 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2506
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2507 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2508 op->stats.sp--;
2509
2758 if (op->stats.sp > op->stats.maxsp) 2510 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2511 op->stats.sp = op->stats.maxsp;
2760 } 2512 }
2761 op->last_sp = 0; 2513 op->last_sp = 0;
2762 } 2514 }
2763 else 2515 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2517 }
2768 else 2518 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2519 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2520 }
2773 2521
2774 /* Regenerate Grace */ 2522 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2523 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2524 if (--op->last_grace < 0)
2777 { 2525 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2526 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2527 op->stats.grace++; /* no penalty in food for regaining grace */
2528
2780 if (max_grace > 1) 2529 if (max_grace > 1)
2781 { 2530 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2531 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2532 if (over_grace > 0)
2784 { 2533 {
2812 op->stats.food += op->contr->digestion; 2561 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2562 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2563 op->stats.food = last_food;
2815 } 2564 }
2816 } 2565 }
2566
2817 if (max_hp > 1) 2567 if (max_hp > 1)
2818 { 2568 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2569 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2570 if (over_hp > 0)
2821 { 2571 {
2845 2595
2846 if (op->contr->gen_hp > 0) 2596 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2598 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2599 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2600
2850 /* dms do not consume food */ 2601 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2602 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2603 op->stats.food--;
2853 } 2604 }
2854 }
2855 2605
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2606 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2607 {
2858 object *tmp, *flesh = NULL; 2608 object *tmp, *flesh = 0;
2859 2609
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2610 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2611 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2612 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2613 {
2614 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2615 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2616 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2617 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2618 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2619 break;
2870 } 2620 }
2871 else if (tmp->type == FLESH) 2621 else if (tmp->type == FLESH)
2872 flesh = tmp; 2622 flesh = tmp;
2873 } /* End if paid for object */ 2623 } /* End if paid for object */
2874 } /* end of for loop */ 2624 } /* end of for loop */
2625
2875 /* If player is still starving, it means they don't have any food, so 2626 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2627 * eat flesh instead.
2877 */ 2628 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2629 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2630 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2631 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2632 manual_apply (op, flesh, 0);
2882 } 2633 }
2883 } /* end if player is starving */ 2634 }
2884 2635
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2636 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2637 op->stats.food++, op->stats.hp--;
2887 2638
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2639 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2640 kill_player (op);
2641 }
2890} 2642}
2891
2892
2893 2643
2894/* If the player should die (lack of hp, food, etc), we call this. 2644/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2645 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2646 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2647 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2679
2930 /* restore player */ 2680 /* restore player */
2931 at = archetype::find ("poisoning"); 2681 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2682 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2683 {
2935 tmp->destroy (); 2684 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2685 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2686 }
2938 2687
2939 at = archetype::find ("confusion"); 2688 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2689 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2690 {
2943 tmp->destroy (); 2691 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2692 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2693 }
2946 2694
2948 op->stats.hp = op->stats.maxhp; 2696 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2697 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2698 op->stats.food = 999;
2951 2699
2952 /* create a bodypart-trophy to make the winner happy */ 2700 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2701 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2702 {
2956 sprintf (buf, "%s's finger", &op->name); 2703 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2704 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2705 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2706 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2707 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2708 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2709 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2710 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2711 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2712 }
2967 2713
2968 /* teleport defeated player to new destination */ 2714 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2715 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2716 op->contr->braced = 0;
2975 2721
2976 command_kill_pets (op, 0); 2722 command_kill_pets (op, 0);
2977 2723
2978 if (op->stats.food < 0) 2724 if (op->stats.food < 0)
2979 { 2725 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2726 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2727 strcpy (op->contr->killer, "starvation");
2989 } 2728 }
2990 else 2729 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2730 sprintf (buf, "%s died.", &op->name);
3000 } 2731
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2732 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2733
3003 /* save the map location for corpse, gravestone */ 2734 /* save the map location for corpse, gravestone */
3004 x = op->x; 2735 x = op->x;
3005 y = op->y; 2736 y = op->y;
3006 map = op->map; 2737 map = op->map;
3007 2738
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2739 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2740 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2741 * See the config.h file for a little more in depth detail about this.
3014 */ 2742 */
3015 2743
3016 /* Basically two ways to go - remove a stat permanently, or just 2744 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2745 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2746 * of death.
3019 */ 2747 */
3020#ifndef COZY_SERVER 2748#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2749 if (settings.balanced_stat_loss)
3022 { 2750 {
3023 /* If stat loss is permanent, lose one stat only. */ 2751 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2752 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2753 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2754 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2755 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2756 little bit harder. */
3029 /* GD */ 2757 /* GD */
3030 if (settings.stat_loss_on_death) 2758 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2759 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2760 else
3036 { 2761 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2762 }
2763 else
3037 num_stats_lose = 1; 2764 num_stats_lose = 1;
3038 } 2765
3039 lost_a_stat = 0; 2766 lost_a_stat = 0;
3040 2767
3041 for (z = 0; z < num_stats_lose; z++) 2768 for (z = 0; z < num_stats_lose; z++)
3042 { 2769 {
3043 i = RANDOM () % NUM_STATS; 2770 i = RANDOM () % NUM_STATS;
3044 2771
3045 if (settings.stat_loss_on_death) 2772 if (settings.stat_loss_on_death)
3046 { 2773 {
3047 /* Pick a random stat and take a point off it. Tell the player 2774 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2775 * what he lost.
3049 */ 2776 */
3050 change_attr_value (&(op->stats), i, -1); 2777 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2778 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2779 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2780 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2781 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2782 lost_a_stat = 1;
2783 }
2784 else
2785 {
2786 /* deplete a stat */
2787 archetype *deparch = archetype::find ("depletion");
2788 object *dep;
2789
2790 dep = present_arch_in_ob (deparch, op);
2791 if (!dep)
2792 {
2793 dep = arch_to_object (deparch);
2794 insert_ob_in_ob (dep, op);
3056 } 2795 }
3057 else 2796 lose_this_stat = 1;
2797 if (settings.balanced_stat_loss)
3058 { 2798 {
3059 /* deplete a stat */ 2799 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2800 /* Get the stat that we're about to deplete. */
3061 object *dep; 2801 this_stat = get_attr_value (&(dep->stats), i);
3062 2802 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2803 {
3066 dep = arch_to_object (deparch); 2804 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2805 int keep_chance = this_stat * this_stat;
3068 } 2806
3069 lose_this_stat = 1; 2807 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2808 if (keep_chance < 1)
2809 keep_chance = 1;
2810
2811 /* There is a maximum depletion total per level. */
2812 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2813 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2814 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2815 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2816 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2817 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2818 else
3111 if (this_stat >= -50)
3112 { 2819 {
3113 change_attr_value (&(dep->stats), i, -1); 2820 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2821 lose_this_stat = 0;
2822 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2823 this_stat, keep_chance, loss_chance,
2824 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2825 }
3119 } 2826 }
3120 } 2827 }
2828
2829 if (lose_this_stat)
2830 {
2831 this_stat = get_attr_value (&(dep->stats), i);
2832 /* We could try to do something clever like find another
2833 * stat to reduce if this fails. But chances are, if
2834 * stats have been depleted to -50, all are pretty low
2835 * and should be roughly the same, so it shouldn't make a
2836 * difference.
2837 */
2838 if (this_stat >= -50)
2839 {
2840 change_attr_value (&(dep->stats), i, -1);
2841 SET_FLAG (dep, FLAG_APPLIED);
2842 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2843 op->update_stats ();
2844 lost_a_stat = 1;
2845 }
3121 } 2846 }
2847 }
2848 }
3122 /* If no stat lost, tell the player. */ 2849 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2850 if (!lost_a_stat)
3124 { 2851 {
3125 /* determine_god() seems to not work sometimes... why is this? 2852 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2853 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2854 const char *god = determine_god (op);
3128 2855
3129 if (god && (strcmp (god, "none"))) 2856 if (god && (strcmp (god, "none")))
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2857 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2858 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2860 }
3134#else 2861#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2862 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2863#endif
3137 2864
3138 /* Put a gravestone up where the character 'almost' died. List the 2865 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2866 * exp loss on the stone.
3140 */ 2867 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2868 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2869 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2870 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2871 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2872 tmp->name_pl = buf;
3146 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); 2873 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);
3147 tmp->msg = buf; 2874 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2875 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2876 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2877
3151 /**************************************/ 2878 /**************************************/
3152 /* */ 2879 /* */
3153 /* Subtract the experience points, */ 2880 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2881 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2882 /* food, and reset HP's... */
3156 /* */ 2883 /* */
3157 /**************************************/ 2884 /**************************************/
3158 2885
3159 /* remove any poisoning and confusion the character may be suffering. */ 2886 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2887 /* restore player */
3161 at = archetype::find ("poisoning"); 2888 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2889 tmp = present_arch_in_ob (at, op);
3163 2890
3164 if (tmp) 2891 if (tmp)
3165 { 2892 {
3166 tmp->destroy (); 2893 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2894 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2895 }
3169 2896
3170 at = archetype::find ("confusion"); 2897 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2898 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2899 if (tmp)
3173 { 2900 {
3174 tmp->destroy (); 2901 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2902 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2903 }
3177 2904
3178 cure_disease (op, 0); /* remove any disease */ 2905 cure_disease (op, 0); /* remove any disease */
3179 2906
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2907 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2908 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2909 if (op->stats.food < 100)
3183 op->stats.food = 900; 2910 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2911 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2912 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2913 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2914
3188 /* 2915 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2916 * Check to see if the player has any unpaid items. If so, remove them
3190 * the player has any unpaid items. If so, remove them and put them back 2917 * and put them back in the map.
3191 * in the map. 2918 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2919 remove_unpaid_objects (op->inv, op);
3196 2920
3197 /****************************************/ 2921 /****************************************/
3198 /* */ 2922 /* */
3199 /* Move player to his current respawn- */ 2923 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2924 /* position (usually last savebed) */
3201 /* */ 2925 /* */
3202 /****************************************/ 2926 /****************************************/
3203 2927
3204 enter_player_savebed (op); 2928 enter_player_savebed (op);
3205 2929
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2930 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2931
3212 /* it is possible that the player has blown something up 2932 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2933 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2934 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2935 * on the space that might harm the player.
3216 */ 2936 */
3217 will_kill_again = 0; 2937 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2938 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2939 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2940 will_kill_again |= tmp->attacktype;
3221 2941
3222 if (will_kill_again) 2942 if (will_kill_again)
3223 { 2943 {
3224 object *force; 2944 object *force;
3225 int at; 2945 int at;
3226 2946
3227 force = get_archetype (FORCE_NAME); 2947 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2948 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2949 force->speed = 0.1;
3230 force->speed_left = -5.0; 2950 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2951 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2952 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2953 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2954 force->resist[at] = 100;
3235 2955
3236 insert_ob_in_ob (force, op); 2956 insert_ob_in_ob (force, op);
3237 fix_player (op); 2957 op->update_stats ();
3238 2958
3239 } 2959 }
3240 2960
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2961 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2962}
3310
3311 2963
3312void 2964void
3313loot_object (object *op) 2965loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2966{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2967 object *tmp, *tmp2, *next;
3316 2968
3317 if (op->container) 2969 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2970
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2971 for (tmp = op->inv; tmp; tmp = next)
3323 { 2972 {
3324 next = tmp->below; 2973 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2974
2975 if (tmp->invisible)
3326 continue; 2976 continue;
2977
3327 tmp->remove (); 2978 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2979 tmp->x = op->x, tmp->y = op->y;
2980
3329 if (tmp->type == CONTAINER) 2981 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2982 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2983
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2985 {
3335 if (tmp->nrof > 1) 2986 if (tmp->nrof > 1)
3336 { 2987 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2989 tmp2->destroy ();
3349/* 3000/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 3001 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 3002 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 3003 * was changed.
3353 */ 3004 */
3354
3355void 3005void
3356fix_weight (void) 3006fix_weight (void)
3357{ 3007{
3358 player *pl; 3008 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3009 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3011
3364 if (old == sum) 3012 if (old == sum)
3365 continue; 3013 continue;
3366 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3016 }
3369} 3017}
3370 3018
3371void 3019void
3372fix_luck (void) 3020fix_luck (void)
3373{ 3021{
3374 player *pl; 3022 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3379} 3025}
3380
3381 3026
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3385 */ 3030 */
3386
3387void 3031void
3388cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3389{ 3033{
3390 object *skop, *spob; 3034 object *skop, *spob;
3391 3035
3425 if (op->type == PLAYER) 3069 if (op->type == PLAYER)
3426 { 3070 {
3427 op->contr->tmp_invis = 0; 3071 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3072 op->contr->invis_race = 0;
3429 } 3073 }
3074
3430 update_object (op, UP_OBJ_FACE); 3075 update_object (op, UP_OBJ_CHANGE);
3431} 3076}
3432 3077
3433int 3078int
3434is_true_undead (object *op) 3079is_true_undead (object *op)
3435{ 3080{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3081 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3082 return 1;
3440 3083
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3084 return 0;
3447} 3085}
3448 3086
3449/* look at the surrounding terrain to determine 3087/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3088 * the hideability of this object. Positive levels
3506 3144
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3145 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3146
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3147 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3148 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3149 if (!skop || num >= skop->level)
3513 { 3150 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3151 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3152 make_visible (op);
3516 return; 3153 return;
3517 } 3154 }
3518 else 3155 else
3519 num += 20; 3156 num += 20;
3520 } 3157
3521 num += op->map->difficulty; 3158 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3159 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3160 num -= hide;
3161
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3162 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3163 {
3526 make_visible (op); 3164 make_visible (op);
3527 if (op->type == PLAYER) 3165 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3166 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3167 }
3530 else if (op->type == PLAYER && skop) 3168 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3169 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3170}
3535 3171
3536/* determine if who is standing near a hostile creature. */ 3172/* determine if who is standing near a hostile creature. */
3537 3173
3538int 3174int
3565 if (mflags & P_OUT_OF_MAP) 3201 if (mflags & P_OUT_OF_MAP)
3566 continue; 3202 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3203 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3204 continue;
3569 3205
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3206 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3207 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3208 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3209 return 1;
3574 else if (tmp->type == PLAYER) 3210 else if (tmp->type == PLAYER)
3575 { 3211 {
3605 if (pl->type != PLAYER) 3241 if (pl->type != PLAYER)
3606 { 3242 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3243 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3244 return -1;
3609 } 3245 }
3246
3610 if (!pl || !op) 3247 if (!pl || !op)
3611 return 0; 3248 return 0;
3612 3249
3613 if (op->head)
3614 {
3615 op = op->head; 3250 op = op->head_ ();
3616 } 3251
3617 get_rangevector (pl, op, &rv, 0x1); 3252 get_rangevector (pl, op, &rv, 0x1);
3618 3253
3619 /* starting with the 'head' part, lets loop 3254 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3255 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3256 * part that is in the los array but isnt on
3629 3264
3630 /* only the viewable area the player sees is updated by LOS 3265 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3266 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3267 * for any meaningful values.
3633 */ 3268 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3269 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3270 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3271 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3272 return 1;
3638 op = op->more; 3273 op = op->more;
3639 } 3274 }
3640 return 0; 3275 return 0;
3641} 3276}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3373 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3374 int i = 0, j = 0;
3740 3375
3741 /* get the appropriate treasurelist */ 3376 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3377 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3378 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3379 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3380 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3381 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3382 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3383 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3384 trlist = treasurelist::find ("dragon_ability_poison");
3750 3385
3751 if (trlist == NULL || who->type != PLAYER) 3386 if (trlist == NULL || who->type != PLAYER)
3752 return; 3387 return;
3753 3388
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3389 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3390
3756 if (tr == NULL || tr->item == NULL) 3391 if (!tr || !tr->item)
3757 { 3392 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3393 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3394 return;
3760 } 3395 }
3761 3396
3827 { 3462 {
3828 /* forces in the treasurelist can alter the player's stats */ 3463 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3464 object *skin;
3830 3465
3831 /* first get the dragon skin force */ 3466 /* first get the dragon skin force */
3467 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3468 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3469 ;
3470
3833 if (skin == NULL) 3471 if (!skin)
3834 return; 3472 return;
3835 3473
3836 /* adding new spellpath attunements */ 3474 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3475 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3476 {
3883 * not readied. 3521 * not readied.
3884 */ 3522 */
3885void 3523void
3886player_unready_range_ob (player *pl, object *ob) 3524player_unready_range_ob (player *pl, object *ob)
3887{ 3525{
3888 rangetype i; 3526 if (pl->ob->current_weapon == ob)
3527 pl->ob->current_weapon = 0;
3889 3528
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3529 if (pl->combat_ob == ob)
3891 { 3530 pl->combat_ob = 0;
3531
3892 if (pl->ranges[i] == ob) 3532 if (pl->ranged_ob == ob)
3893 { 3533 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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