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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 1.135 by root, Sun May 13 15:13:57 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} 150}
180 151
181int 152float
182playername_ok (const char *cp) 153player::weapon_speed () const
183{ 154{
184 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
288 157
289/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
290static void 159static void
291set_first_map (object *op) 160set_first_map (object *op)
292{ 161{
293 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
294 op->x = -1; 163 op->x = -1;
295 op->y = -1; 164 op->y = -1;
296 enter_exit (op, NULL);
297} 165}
298 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
299/* Tries to add player on the connection passwd in ns. 375/* 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 376 * All we can really get in this is some settings like host and display
301 * mode. 377 * mode.
302 */ 378 */
303 379player *
304int 380player::create ()
305add_player (client *ns)
306{ 381{
307 player *p = new player; 382 player *pl = new player;
308 383
309 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 385
312 p->next = first_player; 386 pl->ob->roll_stats ();
313 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
314 389
315 p = get_player (p);
316
317 set_first_map (p->ob); 390 set_first_map (pl->ob);
318 391
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; 392 return pl;
327} 393}
328 394
329/* 395/*
330 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
340 { 406 {
341 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
342 at = first_archetype; 408 at = first_archetype;
343 else 409 else
344 at = at->next; 410 at = at->next;
411
345 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
346 return at; 413 return at;
414
347 if (at == start) 415 if (at == start)
348 { 416 {
349 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 418 exit (-1);
351 } 419 }
352 } 420 }
353} 421}
354 422
355
356object * 423object *
357get_nearest_player (object *mon) 424get_nearest_player (object *mon)
358{ 425{
359 object *op = NULL; 426 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 427 objectlink *ol;
362 unsigned lastdist; 428 unsigned lastdist;
363 rv_vector rv; 429 rv_vector rv;
364 430
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 432 {
367 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 440 object *tmp = ol->ob;
375 441
376 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 443 * itself will have been cleared.
378 */ 444 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
380 ol = ol->next; 447 ol = ol->next;
381 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
382 if (!ol) 449 if (!ol)
383 return op; 450 return op;
384 } 451 }
397 { 464 {
398 op = ol->ob; 465 op = ol->ob;
399 lastdist = rv.distance; 466 lastdist = rv.distance;
400 } 467 }
401 } 468 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 469
403 { 470 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
408 { 473 {
409 op = pl->ob; 474 op = pl->ob;
410 lastdist = rv.distance; 475 lastdist = rv.distance;
411 } 476 }
412 } 477
413 }
414#if 0 478#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 480#endif
417 return op; 481 return op;
418} 482}
436 * circling behaviour. Unfortunately, this function is also used to determined 500 * 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 501 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 502 * is probably not a good thing.
439 */ 503 */
440#define MAX_SPACES 50 504#define MAX_SPACES 50
441
442 505
443/* 506/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * 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 508 * 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 509 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 540 x = mon->x;
478 y = mon->y; 541 y = mon->y;
479 m = mon->map; 542 m = mon->map;
480 dir = rv.direction; 543 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 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); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
483 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 548 if (diff > max)
485 return 0; 549 return 0;
550
486 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
487 { 552 {
488 lastx = x; 553 lastx = x;
489 lasty = y; 554 lasty = y;
490 lastmap = m; 555 lastmap = m;
572 max--; 637 max--;
573 lastdir = dir; 638 lastdir = dir;
574 if (!firstdir) 639 if (!firstdir)
575 firstdir = dir; 640 firstdir = dir;
576 } 641 }
642
577 if (diff <= 1) 643 if (diff <= 1)
578 { 644 {
579 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 646 * headed toward player for entire distance.
581 */ 647 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 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); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 650 }
651
585 if (diff > max) 652 if (diff > max)
586 return 0; 653 return 0;
587 } 654 }
655
588 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
589 if (!max) 657 if (!max)
590 return 0; 658 return 0;
591 659
592 return firstdir; 660 return firstdir;
685 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
686 link_player_skills (pl); 754 link_player_skills (pl);
687} 755}
688 756
689void 757void
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) 758get_party_password (object *op, partylist *party)
774{ 759{
775 if (party == NULL) 760 if (party == NULL)
776 { 761 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 763 return;
779 } 764 }
765
780 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 770}
785
786 771
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 773static int
789roll_stat (void) 774roll_stat (void)
790{ 775{
791 int a[4], i, j, k; 776 int a[4], i, j, k;
792 777
793 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
795 780
796 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 782 if (a[i] < k)
798 k = a[i], j = i; 783 k = a[i], j = i;
799 784
800 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 786 if (i != j)
803 k += a[i]; 787 k += a[i];
804 } 788
805 return k; 789 return k;
806} 790}
807 791
808void 792void
809roll_stats (object *op) 793object::roll_stats ()
810{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
811 int sum = 0; 799 int sum = 0;
812 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
814 802
815 do 803 if (sum >= 82 && sum <= 116)
804 break;
816 { 805 }
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 }
826 while (sum < 82 || sum > 116);
827 806
828 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, 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;
836 809
837 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
838 do 811 stats.stat (i) = statsort [i];
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);
853 812
854 op->stats.Str = statsort[0];
855 op->stats.Dex = statsort[1];
856 op->stats.Con = statsort[2];
857 op->stats.Int = statsort[3];
858 op->stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6];
861
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; 813 stats.exp = 0;
873 op->stats.ac = 0; 814 stats.ac = 0;
874 815
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; 816 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
883 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
884} 828}
885 829
886void 830void
887Roll_Again (object *op) 831object::swap_stats (int a, int b)
888{ 832{
889 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
892}
893 834
894void 835 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
896{ 862{
897 signed char tmp;
898 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
899 864
900 if (op->contr->Swap_First == -1) 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
1015 870
1016/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1020 * not the class. 875 * not the class.
1021 */ 876 */
1022 877void
1023int 878player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 879{
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 */ 880 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 882
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 884 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1044 886
1045 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1047 889
1048 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1049 891
1050 if (op->msg) 892 if (ob->msg)
1051 op->msg = NULL; 893 ob->msg = 0;
1052 894
1053 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1054 * to save here. 896 * to save here.
1055 */ 897 */
898 {
899 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1058 903
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 904 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 907 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1067 fix_player (op); 909 ob->update_stats ();
1068 910
1069 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1070 * is one for this race 912 * is one for this race
1071 */ 913 */
1072 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1073 { 915 {
1074 object *tmp; 916 object *tmp;
1075 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1076 918
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1078 tmp = object::create (); 920 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1084 * default initial map */ 926 * default initial map */
1085 tmp->destroy (); 927 tmp->destroy ();
1086 } 928 }
1087 else 929 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 931}
1091 return 0;
1092 }
1093 932
933void
934player::chargen_race_next ()
935{
1094 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1096 */ 938 */
1097 939
1098 tmp_loop = 0; 940 do
1099 while (!tmp_loop)
1100 { 941 {
1101 shstr name = op->name; 942 shstr name = ob->name;
1102 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1103 944
1104 remove_statbonus (op); 945 ob->remove_statbonus ();
1105 op->remove (); 946 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 949 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1111 op->x = x; 952 ob->x = x;
1112 op->y = y; 953 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 957 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 958 }
959 while (!allowed_class (ob));
1119 960
1120 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 963 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 966 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} 967}
1182 968
1183void 969void
1184flee_player (object *op) 970flee_player (object *op)
1185{ 971{
1215 { 1001 {
1216 op->enemy = NULL; 1002 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1004 return;
1219 } 1005 }
1006
1220 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1221 1008
1222 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1224 { 1011 {
1225 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1226 1013
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1015 return;
1230 }
1231 } 1016 }
1017
1232 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1020 op->enemy = NULL;
1235} 1021}
1236 1022
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* 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 1024 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1025 * stop.
1241 */ 1026 */
1242int 1027int
1243check_pick (object *op) 1028check_pick (object *op)
1244{ 1029{
1245 object *tmp, *next; 1030 object *tmp, *next;
1246 int stop = 0; 1031 int stop = 0;
1247 int j, k, wvratio; 1032 int wvratio;
1248 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1249 1034
1250 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1252 return 1; 1037 return 1;
1253 1038
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1109 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 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 } 1114 }
1115
1358 /* philosophy: 1116 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1117 * 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 1118 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1121 * example.
1364 * The drawback: right now it has no frontend, so you need to 1122 * 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 1123 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1375 * found object is returned.
1618 */ 1376 */
1619object * 1377object *
1620find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1621{ 1379{
1622 object *tmp = NULL; 1380 object *tmp = 0;
1623 1381
1624 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1628 return op; 1386 return op;
1387
1629 return tmp; 1388 return tmp;
1630} 1389}
1631 1390
1632/* 1391/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * 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 1393 * 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 1394 * 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. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1396 */
1638
1639object * 1397object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1399{
1642 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1709 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1468 * op = the shooter
1711 * type = bow->race 1469 * type = bow->race
1712 * dir = fire direction 1470 * dir = fire direction
1713 */ 1471 */
1714
1715object * 1472object *
1716pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1717{ 1474{
1718 object *tmp = NULL; 1475 object *tmp = NULL;
1719 maptile *m; 1476 maptile *m;
1784 */ 1541 */
1785int 1542int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1544{
1788 object *left, *bow; 1545 object *left, *bow;
1789 int bowspeed, mflags; 1546 int mflags;
1790 maptile *m; 1547 maptile *m;
1791 1548
1792 if (!dir) 1549 if (!dir)
1793 { 1550 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1552 return 0;
1796 } 1553 }
1797 if (op->type == PLAYER) 1554
1798 bow = op->contr->ranges[range_bow]; 1555 if (player *pl = op->contr)
1556 {
1557 bow = pl->ranged_ob;
1558 if (!op->change_weapon (bow))
1559 return 0;
1560 }
1799 else 1561 else
1800 { 1562 {
1801 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1564 /* 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. 1565 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1570 if (!bow)
1809 { 1571 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1573 return 0;
1812 } 1574 }
1575
1576 // optimisation: move object to top so we will find it quickly again
1577 if (bow->below)
1578 {
1579 bow->remove ();
1580 op->insert (bow);
1581 }
1582
1813 } 1583 }
1584
1814 if (!bow->race || !bow->skill) 1585 if (!bow->race || !bow->skill)
1815 { 1586 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1588 return 0;
1818 } 1589 }
1819
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821
1822 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1825 if (bowspeed < 1)
1826 bowspeed = 1;
1827 1590
1828 if (arrow == NULL) 1591 if (arrow == NULL)
1829 { 1592 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1593 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1594 {
1832 if (op->type == PLAYER) 1595 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1596 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 */ 1597 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1598 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1599 CLEAR_FLAG (op, FLAG_READY_BOW);
1600
1837 return 0; 1601 return 0;
1838 } 1602 }
1839 } 1603 }
1604
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1607 return 0;
1844 } 1608
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1610 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1612 return 0;
1849 } 1613 }
1855 return 0; 1619 return 0;
1856 } 1620 }
1857 1621
1858 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1624 if (!arrow)
1861 { 1625 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1627 return 0;
1864 } 1628 }
1629
1865 arrow->set_owner (op); 1630 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1632 arrow->direction = dir;
1869 arrow->x = sx; 1633
1870 arrow->y = sy; 1634 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1635 arrow->stats.hp = arrow->stats.dam;
1636 arrow->stats.grace = arrow->attacktype;
1637
1638 if (arrow->slaying)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 if (player *pl = op->contr)
1642 {
1643 if (!pl->has_hit)
1644 {
1645 pl->has_hit = 1;
1646 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1647 }
1648#if 0
1649 float speed = pl->weapon_sp;
1650
1651 /* penalize ROF for bestarrow */
1652 if (pl->bowtype == bow_bestarrow)
1653 speed *= .9f;
1654 else
1655 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1656
1657 op->speed_left += speed - op->speed;
1658#endif
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1662
1663 /* update the speed */
1664 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1665 + bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 2.0));
1668 arrow->speed_left = 0;
1669
1670 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1671
1872 if (op->type == PLAYER) 1672 if (op->type == PLAYER)
1873 { 1673 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op);
1876 }
1877
1878 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
1885 /* Note that this was different for monsters - they got their level
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
1891 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894
1895 if (arrow->speed < 1.0)
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0;
1899
1900 if (op->type == PLAYER)
1901 {
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; 1674 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1675 wc -= dex_bonus[op->stats.Dex];
1676
1677 if (!arrow->slaying)
1678 arrow->slaying = op->slaying;
1679
1680 arrow->attacktype |= op->attacktype;
1907 } 1681 }
1908 else 1682 else
1909 { 1683 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1684 arrow->level = op->level;
1912 } 1685 arrow->stats.wc -= bow->magic;
1913 1686
1914 if (arrow->attacktype == AT_PHYSICAL) 1687 if (!arrow->slaying)
1688 arrow->slaying = bow->slaying;
1689
1915 arrow->attacktype |= bow->attacktype; 1690 arrow->attacktype |= bow->attacktype;
1691 }
1916 1692
1917 if (bow->slaying != NULL) 1693 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1694 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1695
1920 arrow->map = m; 1696 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1697 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1699
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1701 m->insert (arrow, sx, sy, op);
1926 1702
1927 if (!arrow->destroyed ()) 1703 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1704 move_arrow (arrow);
1929 1705
1930 if (op->type == PLAYER) 1706 if (op->type == PLAYER)
1950{ 1726{
1951 int ret = 0, wcmod = 0; 1727 int ret = 0, wcmod = 0;
1952 1728
1953 if (op->contr->bowtype == bow_bestarrow) 1729 if (op->contr->bowtype == bow_bestarrow)
1954 { 1730 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1732 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1733 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1734 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1736 wcmod = -1;
1737
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1739 }
1963 else if (op->contr->bowtype == bow_threewide) 1740 else if (op->contr->bowtype == bow_threewide)
1964 { 1741 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 else if (op->contr->bowtype == bow_spreadshot) 1746 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1747 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1973 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);
1974
1975 } 1751 }
1976 else 1752 else
1977 { 1753 {
1978 /* Simple case */ 1754 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1756 }
1757
1981 return ret; 1758 return ret;
1982} 1759}
1983
1984 1760
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
1987 */ 1763 */
1988void 1764void
1989fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
1990{ 1766{
1991 object *item; 1767 object *item = op->contr->ranged_ob;
1992 1768
1993 if (!op->contr->ranges[range_misc]) 1769 if (!item)
1994 { 1770 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1772 return;
1997 } 1773 }
1998 1774
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1775 if (!item->inv)
2001 { 1776 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1778 return;
2004 } 1779 }
1780
1781 if (!op->change_weapon (item))
1782 return;
1783
2005 if (item->type == WAND) 1784 if (item->type == WAND)
2006 { 1785 {
2007 if (item->stats.food <= 0) 1786 if (item->stats.food <= 0)
2008 { 1787 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790
2011 return; 1791 return;
2012 } 1792 }
2013 } 1793 }
2014 else if (item->type == ROD || item->type == HORN) 1794 else if (item->type == ROD || item->type == HORN)
2015 { 1795 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1796 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1797 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799
2019 if (item->type == ROD) 1800 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)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1802 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804
2023 return; 1805 return;
2024 } 1806 }
2025 } 1807 }
2026 1808
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1809 if (cast_spell (op, item, dir, item->inv, NULL))
2035 1817
2036 if (item->arch) 1818 if (item->arch)
2037 { 1819 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2040 item->speed = 0; 1822 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1823 }
1824
2043 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1827 }
2046 } 1828 }
2047 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1830 drain_rod_charge (item);
2050 }
2051 } 1831 }
2052} 1832}
2053 1833
2054/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2055 */ 1835 */
2060 1840
2061 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1842 if (action_makes_visible (op))
2063 make_visible (op); 1843 make_visible (op);
2064 1844
2065 switch (op->contr->shoottype) 1845 player *pl = op->contr;
1846
1847 if (pl->golem)
2066 { 1848 {
2067 case range_none: 1849 control_golem (op->contr->golem, dir);
2068 return; 1850 return;
1851 }
2069 1852
2070 case range_bow: 1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type)
1859 {
1860 case BOW:
2071 player_fire_bow (op, dir); 1861 player_fire_bow (op, dir);
2072 return; 1862 break;
2073 1863
2074 case range_magic: /* Casting spells */ 1864 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1865 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return; 1866 break;
2077 1867
2078 case range_misc: 1868 case BUILDER:
1869 apply_map_builder (op, dir);
1870 break;
1871
1872 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0);
1875 break;
1876
1877 default:
2079 fire_misc_object (op, dir); 1878 fire_misc_object (op, dir);
2080 return; 1879 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 } 1880 }
2108} 1881}
2109
2110
2111 1882
2112/* find_key 1883/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1888 * pl is the player,
2118 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
2121 */ 1892 */
2122
2123object * 1893object *
2124find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
2125{ 1895{
2126 object *tmp, *key; 1896 object *tmp, *key;
2127 1897
2128 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1899 if (!container->inv)
2130 return NULL; 1900 return 0;
2131 1901
2132 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1904 {
2135 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1906 break;
2137 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
2139 */ 1909 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1911 break;
2142 } 1912 }
1913
2143 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1915 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1916 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1917 * a key, return
2147 */ 1918 */
2148 if (!tmp) 1919 if (!tmp)
2149 { 1920 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1922 {
2152 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1925 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
2156 return key; 1927 return key;
2157 } 1928 }
2158 } 1929 }
1930
2159 if (!tmp) 1931 if (!tmp)
2160 return NULL; 1932 return NULL;
2161 } 1933 }
1934
2162 /* We get down here if we have found a key. Now if its in a container, 1935 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1936 * see if we actually want to use it
2164 */ 1937 */
2165 if (pl != container) 1938 if (pl != container)
2166 { 1939 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 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)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1962 return NULL;
2190 } 1963 }
2191 } 1964 }
1965
2192 return tmp; 1966 return tmp;
2193} 1967}
2194 1968
2195/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1972 * 0 otherwise
2199 */ 1973 */
2200static int 1974static int
2201player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
2202{ 1976{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
2207 */ 1980 */
2208 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
2211 if (key) 1984 if (key)
2212 { 1985 {
2213 object *container = key->env; 1986 object *container = key->env;
2214 1987
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
2216 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2217 make_visible (op); 1991 make_visible (op);
1992
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2220 if (door->type == DOOR) 1996 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2225 { 1999 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2227 remove_door2 (door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2228 } 2002 }
2003
2229 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2232 if (container != op) 2007 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2234 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2235 } 2011 }
2236 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2237 { 2013 {
2238 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2016 return 1;
2241 } 2017 }
2018
2242 return 0; 2019 return 0;
2243} 2020}
2244 2021
2245/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2250 */ 2027 */
2251
2252void 2028void
2253move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2254{ 2030{
2255 object *tmp, *mon; 2031 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2032 int on_battleground;
2258 maptile *m; 2033 maptile *m;
2259 2034
2260 nx = freearr_x[dir] + op->x; 2035 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2036 sint16 ny = freearr_y[dir] + op->y;
2262 2037
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2038 on_battleground = op_on_battleground (op, 0, 0);
2264 2039
2265 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2273 */ 2048 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2050 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2051 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2052 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2053 m = op->map->xy_find (nx, ny);
2279 if (!m) 2054 if (!m)
2280 return; /* Don't think this should happen */ 2055 return; /* Don't think this should happen */
2281 } 2056 }
2282 else 2057 else
2283 m = op->map; 2058 m = op->map;
2284 2059
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2060 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; 2061 return;
2289 }
2290 2062
2291 mon = NULL; 2063 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2064 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2065 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2066 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2067 * on the space
2296 */ 2068 */
2297 while (tmp != NULL) 2069 while (tmp)
2298 { 2070 {
2299 if (tmp == op) 2071 if (tmp == op)
2300 { 2072 {
2301 tmp = tmp->above; 2073 tmp = tmp->above;
2302 continue; 2074 continue;
2312 mon = tmp; 2084 mon = tmp;
2313 2085
2314 tmp = tmp->above; 2086 tmp = tmp->above;
2315 } 2087 }
2316 2088
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2089 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2090 return; /* into a wall */
2319 2091
2320 if (mon->head != NULL) 2092 if (mon->head)
2321 mon = mon->head; 2093 mon = mon->head;
2322 2094
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2095 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2096 if (player_attack_door (op, mon))
2325 return; 2097 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2120 {
2349 /* If we're braced, we don't want to switch places with it */ 2121 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2122 if (op->contr->braced)
2351 return; 2123 return;
2124
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2126 push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2128 make_visible (op);
2129
2356 return; 2130 return;
2357 } 2131 }
2358 2132
2359 /* in certain circumstances, you shouldn't attack friendly 2133 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2134 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2136 * attack them either.
2363 */ 2137 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2138 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2139 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2140#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2141 (op->contr->peaceful
2368 || (mon->type == PLAYER 2142 || (mon->type == PLAYER
2369 && mon->contr-> 2143 && mon->contr->
2370 peaceful)) && 2144 peaceful)) &&
2371#else 2145#else
2372 op->contr->peaceful && 2146 op->contr->peaceful &&
2373#endif 2147#endif
2374 !on_battleground)) 2148 !on_battleground))
2375 { 2149 {
2376 if (!op->contr->braced) 2150 if (!op->contr->braced)
2377 { 2151 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2152 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2153 push_ob (mon, dir, op);
2380 } 2154 }
2381 else 2155 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2156 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2157
2385 if (op->contr->tmp_invis || op->hide) 2158 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2159 make_visible (op);
2387 } 2160 }
2388 2161
2389 /* If the object is a boulder or other rollable object, then 2162 /* 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 2173 * 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: 2174 * 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 2175 * 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. 2176 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2177 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2178 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))) 2179 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2180 {
2409
2410 /* If the player hasn't hit something this tick, and does
2411 * so, give them speed boost based on weapon speed. Doing
2412 * it here is better than process_players2, which basically
2413 * incurred a 1 tick offset.
2414 */
2415 if (!op->contr->has_hit) 2181 if (!op->contr->has_hit)
2416 { 2182 {
2183 op->contr->has_hit = 1;
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2184 op->speed_left += op->contr->weapon_speed () - op->speed;
2418
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2185 }
2421 2186
2422 skill_attack (mon, op, 0, NULL, NULL); 2187 skill_attack (mon, op, 0, 0, 0);
2423 2188
2424 /* If attacking another player, that player gets automatic 2189 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2190 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2191 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2192 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2195 {
2431 short luck = mon->stats.luck; 2196 short luck = mon->stats.luck;
2432 2197
2433 mon->contr->has_hit = 1; 2198 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2199 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2200 mon->stats.luck = luck;
2436 } 2201 }
2202
2437 if (action_makes_visible (op)) 2203 if (action_makes_visible (op))
2438 make_visible (op); 2204 make_visible (op);
2439 } 2205 }
2440 } /* if player should attack something */ 2206 } /* if player should attack something */
2441} 2207}
2443int 2209int
2444move_player (object *op, int dir) 2210move_player (object *op, int dir)
2445{ 2211{
2446 int pick; 2212 int pick;
2447 2213
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2215 return 0;
2450 2216
2451 /* Sanity check: make sure dir is valid */ 2217 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2218 if ((dir < 0) || (dir >= 9))
2453 { 2219 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2220 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2221 return 0;
2456 } 2222 }
2457 2223
2458 /* peterm: added following line */ 2224 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2226 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2227
2462 op->facing = dir; 2228 op->facing = dir;
2463 2229
2464 if (op->hide) 2230 if (op->hide)
2465 do_hidden_move (op); 2231 do_hidden_move (op);
2476 2242
2477 /* Add special check for newcs players and fire on - this way, the 2243 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2244 * server can handle repeat firing.
2479 */ 2245 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2246 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2247 op->direction = dir;
2483 }
2484 else 2248 else
2485 {
2486 op->direction = 0; 2249 op->direction = 0;
2487 } 2250
2488 /* Update how the player looks. Use the facing, so direction may 2251 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2252 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2253 * for players.
2491 */ 2254 */
2492 animate_object (op, op->facing); 2255 animate_object (op, op->facing);
2501 * Returns true if there are more actions we can do. 2264 * Returns true if there are more actions we can do.
2502 */ 2265 */
2503int 2266int
2504handle_newcs_player (object *op) 2267handle_newcs_player (object *op)
2505{ 2268{
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)) 2269 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2270 {
2528 flee_player (op); 2271 flee_player (op);
2272
2529 /* If player is still scared, that is his action for this tick */ 2273 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED)) 2274 if (op->flag [FLAG_SCARED])
2531 { 2275 {
2532 op->speed_left--; 2276 --op->speed_left;
2533 return 0; 2277 return 0;
2534 } 2278 }
2535 } 2279 }
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 2280
2545 /* call this here - we also will call this in do_ericserver, but 2281 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2282 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2283 * called, so we recheck it here.
2548 */ 2284 */
2549 op->contr->socket->handle_command (); 2285 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2286 return 1;
2552 2287
2288 if (op->speed_left > 0.f)
2289 {
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2290 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2291 {
2555 /* All move commands take 1 tick, at least for now */ 2292 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2293 --op->speed_left;
2557 2294
2558 /* Instead of all the stuff below, let move_player take care 2295 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2296 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2297 * there, as well as the confusion stuff.
2561 */ 2298 */
2562 move_player (op, op->direction); 2299 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2300
2564 return 1; 2301 return op->speed_left > 0.f;
2565 else 2302 }
2566 return 0;
2567 } 2303 }
2568 2304
2569 return 0; 2305 return 0;
2570} 2306}
2571 2307
2591 op->stats.hp = op->stats.maxhp; 2327 op->stats.hp = op->stats.maxhp;
2592 2328
2593 if (op->stats.food < 0) 2329 if (op->stats.food < 0)
2594 op->stats.food = 999; 2330 op->stats.food = 999;
2595 2331
2596 fix_player (op); 2332 op->update_stats ();
2597 return 1; 2333 return 1;
2598 } 2334 }
2599 2335
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2336 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2345 * from.
2610 */ 2346 */
2611void 2347void
2612remove_unpaid_objects (object *op, object *env) 2348remove_unpaid_objects (object *op, object *env)
2613{ 2349{
2614 object *next;
2615
2616 while (op) 2350 while (op)
2617 { 2351 {
2618 next = op->below; /* Make sure we have a good value, in case 2352 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2353
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2354 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2355 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2356 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2357 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2358
2359 op->insert_at (env);
2629 } 2360 }
2630 else if (op->inv) 2361 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2362 remove_unpaid_objects (op->inv, env);
2632 2363
2633 op = next; 2364 op = next;
2634 } 2365 }
2635} 2366}
2636
2637 2367
2638/* 2368/*
2639 * Returns pointer a static string containing gravestone text 2369 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2370 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2371 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2405 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2406 strcat (buf2, buf);
2677 2407
2678 return buf2; 2408 return buf2;
2679} 2409}
2680
2681
2682 2410
2683void 2411void
2684do_some_living (object *op) 2412do_some_living (object *op)
2685{ 2413{
2686 int last_food = op->stats.food; 2414 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2420 int rate_grace = 2000;
2693 const int max_hp = 1; 2421 const int max_hp = 1;
2694 const int max_sp = 1; 2422 const int max_sp = 1;
2695 const int max_grace = 1; 2423 const int max_grace = 1;
2696 2424
2697 if (op->contr->outputs_sync) 2425 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 } 2426 {
2427 op->invisible = 1000;
2428 /* the socket code flashes the player visible/invisible
2429 * depending on the value of invisible, so we need to
2430 * alternate it here for it to work correctly.
2431 */
2432 if (pticks & 2)
2433 op->invisible--;
2434 }
2435 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2436 {
2437 if (!op->invisible--)
2438 {
2439 make_visible (op);
2440 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2441 }
2442 }
2703 2443
2704 if (op->contr->state == ST_PLAYING) 2444 if (op->contr->ns->state == ST_PLAYING)
2705 { 2445 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2446 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2447 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2448 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2449 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2450 else
2712 { 2451 {
2713 gen_hp = op->stats.maxhp; 2452 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2453 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2454 }
2455
2716 if (op->contr->gen_sp >= 0) 2456 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2457 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2458 else
2719 { 2459 {
2720 gen_sp = op->stats.maxsp; 2460 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2461 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2462 }
2463
2723 if (op->contr->gen_grace >= 0) 2464 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2465 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2466 else
2726 { 2467 {
2727 gen_grace = op->stats.maxgrace; 2468 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2469 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2470 }
2730 2471
2731 /* Regenerate Spell Points */ 2472 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2473 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2474 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2475 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) 2476 if (op->stats.sp < op->stats.maxsp)
2736 { 2477 {
2737 op->stats.sp++; 2478 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2484 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2485 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2486 op->stats.food = last_food;
2746 } 2487 }
2747 } 2488 }
2489
2748 if (max_sp > 1) 2490 if (max_sp > 1)
2749 { 2491 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2492 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2493 if (over_sp > 0)
2752 { 2494 {
2753 if (op->stats.sp < op->stats.maxsp) 2495 if (op->stats.sp < op->stats.maxsp)
2754 { 2496 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2497 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2498
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2499 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2500 op->stats.sp--;
2501
2758 if (op->stats.sp > op->stats.maxsp) 2502 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2503 op->stats.sp = op->stats.maxsp;
2760 } 2504 }
2761 op->last_sp = 0; 2505 op->last_sp = 0;
2762 } 2506 }
2763 else 2507 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2509 }
2768 else 2510 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2512 }
2773 2513
2774 /* Regenerate Grace */ 2514 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2515 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2516 if (--op->last_grace < 0)
2777 { 2517 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2518 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2519 op->stats.grace++; /* no penalty in food for regaining grace */
2520
2780 if (max_grace > 1) 2521 if (max_grace > 1)
2781 { 2522 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2523 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2524 if (over_grace > 0)
2784 { 2525 {
2812 op->stats.food += op->contr->digestion; 2553 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2554 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2555 op->stats.food = last_food;
2815 } 2556 }
2816 } 2557 }
2558
2817 if (max_hp > 1) 2559 if (max_hp > 1)
2818 { 2560 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2561 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2562 if (over_hp > 0)
2821 { 2563 {
2845 2587
2846 if (op->contr->gen_hp > 0) 2588 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2590 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2591 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2592
2850 /* dms do not consume food */ 2593 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2594 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2595 op->stats.food--;
2853 } 2596 }
2854 }
2855 2597
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2598 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2599 {
2858 object *tmp, *flesh = NULL; 2600 object *tmp, *flesh = 0;
2859 2601
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2602 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2603 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2604 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2605 {
2606 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2607 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2608 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2609 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2610 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2611 break;
2870 } 2612 }
2871 else if (tmp->type == FLESH) 2613 else if (tmp->type == FLESH)
2872 flesh = tmp; 2614 flesh = tmp;
2873 } /* End if paid for object */ 2615 } /* End if paid for object */
2874 } /* end of for loop */ 2616 } /* end of for loop */
2617
2875 /* If player is still starving, it means they don't have any food, so 2618 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2619 * eat flesh instead.
2877 */ 2620 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2621 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2622 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2624 manual_apply (op, flesh, 0);
2882 } 2625 }
2883 } /* end if player is starving */ 2626 }
2884 2627
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2628 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2629 op->stats.food++, op->stats.hp--;
2887 2630
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2631 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2632 kill_player (op);
2633 }
2890} 2634}
2891
2892
2893 2635
2894/* If the player should die (lack of hp, food, etc), we call this. 2636/* 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 2637 * 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 2638 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2639 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2669 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..."); 2670 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2671
2930 /* restore player */ 2672 /* restore player */
2931 at = archetype::find ("poisoning"); 2673 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2674 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2675 {
2935 tmp->destroy (); 2676 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2677 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2678 }
2938 2679
2939 at = archetype::find ("confusion"); 2680 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2682 {
2943 tmp->destroy (); 2683 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2684 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2685 }
2946 2686
2948 op->stats.hp = op->stats.maxhp; 2688 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2689 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2690 op->stats.food = 999;
2951 2691
2952 /* create a bodypart-trophy to make the winner happy */ 2692 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2693 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2694 {
2956 sprintf (buf, "%s's finger", &op->name); 2695 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2696 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2697 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2698 " 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); 2699 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2700 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2701 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2702 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2703 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2704 }
2967 2705
2968 /* teleport defeated player to new destination */ 2706 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2707 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2708 op->contr->braced = 0;
2975 2713
2976 command_kill_pets (op, 0); 2714 command_kill_pets (op, 0);
2977 2715
2978 if (op->stats.food < 0) 2716 if (op->stats.food < 0)
2979 { 2717 {
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); 2718 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2719 strcpy (op->contr->killer, "starvation");
2989 } 2720 }
2990 else 2721 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); 2722 sprintf (buf, "%s died.", &op->name);
3000 } 2723
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2724 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2725
3003 /* save the map location for corpse, gravestone */ 2726 /* save the map location for corpse, gravestone */
3004 x = op->x; 2727 x = op->x;
3005 y = op->y; 2728 y = op->y;
3006 map = op->map; 2729 map = op->map;
3007 2730
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2731 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2732 * 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. 2733 * See the config.h file for a little more in depth detail about this.
3014 */ 2734 */
3015 2735
3016 /* Basically two ways to go - remove a stat permanently, or just 2736 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2737 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2738 * of death.
3019 */ 2739 */
3020#ifndef COZY_SERVER 2740#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2741 if (settings.balanced_stat_loss)
3022 { 2742 {
3023 /* If stat loss is permanent, lose one stat only. */ 2743 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2744 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2745 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2746 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2747 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2748 little bit harder. */
3029 /* GD */ 2749 /* GD */
3030 if (settings.stat_loss_on_death) 2750 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2751 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2752 else
3036 { 2753 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2754 }
2755 else
3037 num_stats_lose = 1; 2756 num_stats_lose = 1;
3038 } 2757
3039 lost_a_stat = 0; 2758 lost_a_stat = 0;
3040 2759
3041 for (z = 0; z < num_stats_lose; z++) 2760 for (z = 0; z < num_stats_lose; z++)
3042 { 2761 {
3043 i = RANDOM () % NUM_STATS; 2762 i = RANDOM () % NUM_STATS;
3044 2763
3045 if (settings.stat_loss_on_death) 2764 if (settings.stat_loss_on_death)
3046 { 2765 {
3047 /* Pick a random stat and take a point off it. Tell the player 2766 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2767 * what he lost.
3049 */ 2768 */
3050 change_attr_value (&(op->stats), i, -1); 2769 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2770 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2771 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2772 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2773 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2774 lost_a_stat = 1;
2775 }
2776 else
2777 {
2778 /* deplete a stat */
2779 archetype *deparch = archetype::find ("depletion");
2780 object *dep;
2781
2782 dep = present_arch_in_ob (deparch, op);
2783 if (!dep)
2784 {
2785 dep = arch_to_object (deparch);
2786 insert_ob_in_ob (dep, op);
3056 } 2787 }
3057 else 2788 lose_this_stat = 1;
2789 if (settings.balanced_stat_loss)
3058 { 2790 {
3059 /* deplete a stat */ 2791 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2792 /* Get the stat that we're about to deplete. */
3061 object *dep; 2793 this_stat = get_attr_value (&(dep->stats), i);
3062 2794 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2795 {
3066 dep = arch_to_object (deparch); 2796 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2797 int keep_chance = this_stat * this_stat;
3068 } 2798
3069 lose_this_stat = 1; 2799 /* 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) 2800 if (keep_chance < 1)
2801 keep_chance = 1;
2802
2803 /* There is a maximum depletion total per level. */
2804 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2805 {
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; 2806 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2807 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2808 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 } 2809 }
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 */ 2810 else
3111 if (this_stat >= -50)
3112 { 2811 {
3113 change_attr_value (&(dep->stats), i, -1); 2812 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; 2813 lose_this_stat = 0;
2814 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2815 this_stat, keep_chance, loss_chance,
2816 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2817 }
3119 } 2818 }
3120 } 2819 }
2820
2821 if (lose_this_stat)
2822 {
2823 this_stat = get_attr_value (&(dep->stats), i);
2824 /* We could try to do something clever like find another
2825 * stat to reduce if this fails. But chances are, if
2826 * stats have been depleted to -50, all are pretty low
2827 * and should be roughly the same, so it shouldn't make a
2828 * difference.
2829 */
2830 if (this_stat >= -50)
2831 {
2832 change_attr_value (&(dep->stats), i, -1);
2833 SET_FLAG (dep, FLAG_APPLIED);
2834 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2835 op->update_stats ();
2836 lost_a_stat = 1;
2837 }
3121 } 2838 }
2839 }
2840 }
3122 /* If no stat lost, tell the player. */ 2841 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2842 if (!lost_a_stat)
3124 { 2843 {
3125 /* determine_god() seems to not work sometimes... why is this? 2844 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2845 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2846 const char *god = determine_god (op);
3128 2847
3129 if (god && (strcmp (god, "none"))) 2848 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); 2849 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2850 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2851 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2852 }
3134#else 2853#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2855#endif
3137 2856
3138 /* Put a gravestone up where the character 'almost' died. List the 2857 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2858 * exp loss on the stone.
3140 */ 2859 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2860 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2861 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2862 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2863 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2864 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); 2865 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; 2866 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2867 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2868 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2869
3151 /**************************************/ 2870 /**************************************/
3152 /* */ 2871 /* */
3153 /* Subtract the experience points, */ 2872 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2873 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2874 /* food, and reset HP's... */
3156 /* */ 2875 /* */
3157 /**************************************/ 2876 /**************************************/
3158 2877
3159 /* remove any poisoning and confusion the character may be suffering. */ 2878 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2879 /* restore player */
3161 at = archetype::find ("poisoning"); 2880 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3163 2882
3164 if (tmp) 2883 if (tmp)
3165 { 2884 {
3166 tmp->destroy (); 2885 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2886 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2887 }
3169 2888
3170 at = archetype::find ("confusion"); 2889 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2890 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2891 if (tmp)
3173 { 2892 {
3174 tmp->destroy (); 2893 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2894 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2895 }
3177 2896
3178 cure_disease (op, 0); /* remove any disease */ 2897 cure_disease (op, 0); /* remove any disease */
3179 2898
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2899 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2900 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2901 if (op->stats.food < 100)
3183 op->stats.food = 900; 2902 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2903 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2904 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2905 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2906
3188 /* 2907 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2908 * 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 2909 * and put them back in the map.
3191 * in the map. 2910 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2911 remove_unpaid_objects (op->inv, op);
3196 2912
3197 /****************************************/ 2913 /****************************************/
3198 /* */ 2914 /* */
3199 /* Move player to his current respawn- */ 2915 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2916 /* position (usually last savebed) */
3201 /* */ 2917 /* */
3202 /****************************************/ 2918 /****************************************/
3203 2919
3204 enter_player_savebed (op); 2920 enter_player_savebed (op);
3205 2921
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2922 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2923
3212 /* it is possible that the player has blown something up 2924 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2925 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2926 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2927 * on the space that might harm the player.
3216 */ 2928 */
3217 will_kill_again = 0; 2929 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2930 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2931 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2932 will_kill_again |= tmp->attacktype;
3221 2933
3222 if (will_kill_again) 2934 if (will_kill_again)
3223 { 2935 {
3224 object *force; 2936 object *force;
3225 int at; 2937 int at;
3226 2938
3227 force = get_archetype (FORCE_NAME); 2939 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2940 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2941 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2942 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2943 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2944 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2945 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2946 force->resist[at] = 100;
3235 2947
3236 insert_ob_in_ob (force, op); 2948 insert_ob_in_ob (force, op);
3237 fix_player (op); 2949 op->update_stats ();
3238 2950
3239 } 2951 }
3240 2952
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2953 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} 2954}
3310
3311 2955
3312void 2956void
3313loot_object (object *op) 2957loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2958{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2959 object *tmp, *tmp2, *next;
3316 2960
3317 if (op->container) 2961 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2962
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2963 for (tmp = op->inv; tmp; tmp = next)
3323 { 2964 {
3324 next = tmp->below; 2965 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2966
2967 if (tmp->invisible)
3326 continue; 2968 continue;
2969
3327 tmp->remove (); 2970 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2971 tmp->x = op->x, tmp->y = op->y;
2972
3329 if (tmp->type == CONTAINER) 2973 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2974 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2975
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2976 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2977 {
3335 if (tmp->nrof > 1) 2978 if (tmp->nrof > 1)
3336 { 2979 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2980 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2981 tmp2->destroy ();
3349/* 2992/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2993 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2994 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2995 * was changed.
3353 */ 2996 */
3354
3355void 2997void
3356fix_weight (void) 2998fix_weight (void)
3357{ 2999{
3358 player *pl; 3000 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3001 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3002 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3003
3364 if (old == sum) 3004 if (old == sum)
3365 continue; 3005 continue;
3366 fix_player (pl->ob); 3006 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3007 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3008 }
3369} 3009}
3370 3010
3371void 3011void
3372fix_luck (void) 3012fix_luck (void)
3373{ 3013{
3374 player *pl; 3014 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3015 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3016 pl->ob->change_luck (0);
3379} 3017}
3380
3381 3018
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3019/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3020 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3021 * just treat this as any other spell casting object.
3385 */ 3022 */
3386
3387void 3023void
3388cast_dust (object *op, object *throw_ob, int dir) 3024cast_dust (object *op, object *throw_ob, int dir)
3389{ 3025{
3390 object *skop, *spob; 3026 object *skop, *spob;
3391 3027
3425 if (op->type == PLAYER) 3061 if (op->type == PLAYER)
3426 { 3062 {
3427 op->contr->tmp_invis = 0; 3063 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3064 op->contr->invis_race = 0;
3429 } 3065 }
3066
3430 update_object (op, UP_OBJ_FACE); 3067 update_object (op, UP_OBJ_CHANGE);
3431} 3068}
3432 3069
3433int 3070int
3434is_true_undead (object *op) 3071is_true_undead (object *op)
3435{ 3072{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3073 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3074 return 1;
3440 3075
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; 3076 return 0;
3447} 3077}
3448 3078
3449/* look at the surrounding terrain to determine 3079/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3080 * the hideability of this object. Positive levels
3506 3136
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3137 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3138
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3139 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3140 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3141 if (!skop || num >= skop->level)
3513 { 3142 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3143 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3144 make_visible (op);
3516 return; 3145 return;
3517 } 3146 }
3518 else 3147 else
3519 num += 20; 3148 num += 20;
3520 } 3149
3521 num += op->map->difficulty; 3150 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3151 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3152 num -= hide;
3153
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3154 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3155 {
3526 make_visible (op); 3156 make_visible (op);
3527 if (op->type == PLAYER) 3157 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3158 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3159 }
3530 else if (op->type == PLAYER && skop) 3160 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3161 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3162}
3535 3163
3536/* determine if who is standing near a hostile creature. */ 3164/* determine if who is standing near a hostile creature. */
3537 3165
3538int 3166int
3565 if (mflags & P_OUT_OF_MAP) 3193 if (mflags & P_OUT_OF_MAP)
3566 continue; 3194 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3195 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3196 continue;
3569 3197
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3198 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3199 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3200 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3201 return 1;
3574 else if (tmp->type == PLAYER) 3202 else if (tmp->type == PLAYER)
3575 { 3203 {
3605 if (pl->type != PLAYER) 3233 if (pl->type != PLAYER)
3606 { 3234 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3235 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3236 return -1;
3609 } 3237 }
3238
3610 if (!pl || !op) 3239 if (!pl || !op)
3611 return 0; 3240 return 0;
3612 3241
3613 if (op->head)
3614 {
3615 op = op->head; 3242 op = op->head_ ();
3616 } 3243
3617 get_rangevector (pl, op, &rv, 0x1); 3244 get_rangevector (pl, op, &rv, 0x1);
3618 3245
3619 /* starting with the 'head' part, lets loop 3246 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3247 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3248 * part that is in the los array but isnt on
3629 3256
3630 /* only the viewable area the player sees is updated by LOS 3257 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3258 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3259 * for any meaningful values.
3633 */ 3260 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3261 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3262 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3263 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3264 return 1;
3638 op = op->more; 3265 op = op->more;
3639 } 3266 }
3640 return 0; 3267 return 0;
3641} 3268}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3365 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3366 int i = 0, j = 0;
3740 3367
3741 /* get the appropriate treasurelist */ 3368 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3369 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3370 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3371 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3372 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3373 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3374 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3375 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3376 trlist = treasurelist::find ("dragon_ability_poison");
3750 3377
3751 if (trlist == NULL || who->type != PLAYER) 3378 if (trlist == NULL || who->type != PLAYER)
3752 return; 3379 return;
3753 3380
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3381 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3382
3756 if (tr == NULL || tr->item == NULL) 3383 if (!tr || !tr->item)
3757 { 3384 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3386 return;
3760 } 3387 }
3761 3388
3827 { 3454 {
3828 /* forces in the treasurelist can alter the player's stats */ 3455 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3456 object *skin;
3830 3457
3831 /* first get the dragon skin force */ 3458 /* first get the dragon skin force */
3459 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); 3460 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3461 ;
3462
3833 if (skin == NULL) 3463 if (!skin)
3834 return; 3464 return;
3835 3465
3836 /* adding new spellpath attunements */ 3466 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3467 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3468 {
3883 * not readied. 3513 * not readied.
3884 */ 3514 */
3885void 3515void
3886player_unready_range_ob (player *pl, object *ob) 3516player_unready_range_ob (player *pl, object *ob)
3887{ 3517{
3888 rangetype i; 3518 if (pl->ob->current_weapon == ob)
3519 pl->ob->current_weapon = 0;
3889 3520
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3521 if (pl->combat_ob == ob)
3891 { 3522 pl->combat_ob = 0;
3523
3892 if (pl->ranges[i] == ob) 3524 if (pl->ranged_ob == ob)
3893 { 3525 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3526}
3527
3528sint8
3529player::visibility_at (maptile *map, int x, int y) const
3530{
3531 if (!ns)
3532 return 0;
3533
3534 int dx, dy;
3535 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3536 return 0;
3537
3538 x += dx - ns->current_x + ns->mapx / 2;
3539 y += dy - ns->current_y + ns->mapy / 2;
3540
3541 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3542 return 0;
3543
3544 return 100 - blocked_los [x][y];
3545}

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