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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 1.138 by root, Thu May 17 20:27:01 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_TOOL:
278 case WEAPON:
279 op->flag [FLAG_APPLIED] = false;
280 apply_special (ob, op, AP_APPLY);
281 break;
282 }
283
284 ob->update_stats ();
285 ns->floorbox_update ();
286
287 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0);
289
290 activate ();
291
292 send_rules (ob);
293 send_news (ob);
294 display_motd (ob);
295
296 INVOKE_PLAYER (CONNECT, this);
297 INVOKE_PLAYER (LOGIN, this);
298}
299
300void
301player::disconnect ()
302{
303 if (ns)
304 {
305 if (active)
306 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
307
308 INVOKE_PLAYER (DISCONNECT, this);
309
310 ns->reset_stats ();
311 ns->pl = 0;
312 ns = 0;
313 }
314
315 if (ob)
316 ob->close_container (); //TODO: client-specific
317
318 deactivate ();
319}
320
321// the need for this function can be explained
322// by load_object not returning the object
323void
324player::set_object (object *op)
325{
326 ob = op;
327 ob->contr = this; /* this aren't yet in archetype */
328
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f;
331 ob->direction = 5; /* So player faces south */
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352}
353
354void
355player::do_destroy ()
356{
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
299/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
301 * mode. 376 * mode.
302 */ 377 */
303 378player *
304int 379player::create ()
305add_player (client *ns)
306{ 380{
307 player *p = new player; 381 player *pl = new player;
308 382
309 p->socket = ns; 383 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 384
312 p->next = first_player; 385 pl->ob->roll_stats ();
313 first_player = p; 386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
314 388
315 p = get_player (p);
316
317 set_first_map (p->ob); 389 set_first_map (pl->ob);
318 390
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; 391 return pl;
327} 392}
328 393
329/* 394/*
330 * get_player_archetype() return next player archetype from archetype 395 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 396 * list. Not very efficient routine, but used only creating new players.
340 { 405 {
341 if (at == NULL || at->next == NULL) 406 if (at == NULL || at->next == NULL)
342 at = first_archetype; 407 at = first_archetype;
343 else 408 else
344 at = at->next; 409 at = at->next;
410
345 if (at->clone.type == PLAYER) 411 if (at->clone.type == PLAYER)
346 return at; 412 return at;
413
347 if (at == start) 414 if (at == start)
348 { 415 {
349 LOG (llevError, "No Player archetypes\n"); 416 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 417 exit (-1);
351 } 418 }
352 } 419 }
353} 420}
354 421
355
356object * 422object *
357get_nearest_player (object *mon) 423get_nearest_player (object *mon)
358{ 424{
359 object *op = NULL; 425 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 426 objectlink *ol;
362 unsigned lastdist; 427 unsigned lastdist;
363 rv_vector rv; 428 rv_vector rv;
364 429
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 431 {
367 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 439 object *tmp = ol->ob;
375 440
376 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 442 * itself will have been cleared.
378 */ 443 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
380 ol = ol->next; 446 ol = ol->next;
381 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
382 if (!ol) 448 if (!ol)
383 return op; 449 return op;
384 } 450 }
397 { 463 {
398 op = ol->ob; 464 op = ol->ob;
399 lastdist = rv.distance; 465 lastdist = rv.distance;
400 } 466 }
401 } 467 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 468
403 { 469 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 470 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 471 if (lastdist > rv.distance)
408 { 472 {
409 op = pl->ob; 473 op = pl->ob;
410 lastdist = rv.distance; 474 lastdist = rv.distance;
411 } 475 }
412 } 476
413 }
414#if 0 477#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 479#endif
417 return op; 480 return op;
418} 481}
436 * circling behaviour. Unfortunately, this function is also used to determined 499 * 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 500 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 501 * is probably not a good thing.
439 */ 502 */
440#define MAX_SPACES 50 503#define MAX_SPACES 50
441
442 504
443/* 505/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 506 * 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 507 * 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 508 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 539 x = mon->x;
478 y = mon->y; 540 y = mon->y;
479 m = mon->map; 541 m = mon->map;
480 dir = rv.direction; 542 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 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); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
483 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 547 if (diff > max)
485 return 0; 548 return 0;
549
486 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
487 { 551 {
488 lastx = x; 552 lastx = x;
489 lasty = y; 553 lasty = y;
490 lastmap = m; 554 lastmap = m;
572 max--; 636 max--;
573 lastdir = dir; 637 lastdir = dir;
574 if (!firstdir) 638 if (!firstdir)
575 firstdir = dir; 639 firstdir = dir;
576 } 640 }
641
577 if (diff <= 1) 642 if (diff <= 1)
578 { 643 {
579 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 645 * headed toward player for entire distance.
581 */ 646 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 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); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 649 }
650
585 if (diff > max) 651 if (diff > max)
586 return 0; 652 return 0;
587 } 653 }
654
588 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
589 if (!max) 656 if (!max)
590 return 0; 657 return 0;
591 658
592 return firstdir; 659 return firstdir;
685 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
686 link_player_skills (pl); 753 link_player_skills (pl);
687} 754}
688 755
689void 756void
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) 757get_party_password (object *op, partylist *party)
774{ 758{
775 if (party == NULL) 759 if (party == NULL)
776 { 760 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 762 return;
779 } 763 }
764
780 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 769}
785
786 770
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 772static int
789roll_stat (void) 773roll_stat (void)
790{ 774{
791 int a[4], i, j, k; 775 int a[4], i, j, k;
792 776
793 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
795 779
796 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 781 if (a[i] < k)
798 k = a[i], j = i; 782 k = a[i], j = i;
799 783
800 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 785 if (i != j)
803 k += a[i]; 786 k += a[i];
804 } 787
805 return k; 788 return k;
806} 789}
807 790
808void 791void
809roll_stats (object *op) 792object::roll_stats ()
810{ 793{
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
811 int sum = 0; 798 int sum = 0;
812 int i = 0, j = 0; 799 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 800 sum += statsort [i] = roll_stat ();
814 801
815 do 802 if (sum >= 82 && sum <= 116)
803 break;
816 { 804 }
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);
827 805
828 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 807 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;
836 808
837 /* a quick and dirty bubblesort? */ 809 for (int i = 0; i < NUM_STATS; ++i)
838 do 810 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);
853 811
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; 812 stats.exp = 0;
873 op->stats.ac = 0; 813 stats.ac = 0;
874 814
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 815 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
883 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
884} 827}
885 828
886void 829void
887Roll_Again (object *op) 830object::swap_stats (int a, int b)
888{ 831{
889 esrv_new_player (op->contr, 0); 832 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}
893 833
894void 834 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
896{ 861{
897 signed char tmp;
898 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
899 863
900 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1015 869
1016/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1020 * not the class. 874 * not the class.
1021 */ 875 */
1022 876void
1023int 877player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 878{
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 */ 879 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 881
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 883 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
1044 885
1045 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1047 888
1048 op->contr->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1049 890
1050 if (op->msg) 891 if (ob->msg)
1051 op->msg = NULL; 892 ob->msg = 0;
1052 893
1053 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1054 * to save here. 895 * to save here.
1055 */ 896 */
897 {
898 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1058 902
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 903 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 906 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1067 fix_player (op); 908 ob->update_stats ();
1068 909
1069 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1070 * is one for this race 911 * is one for this race
1071 */ 912 */
1072 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1073 { 914 {
1074 object *tmp; 915 object *tmp;
1075 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1076 917
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1078 tmp = object::create (); 919 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1084 * default initial map */ 925 * default initial map */
1085 tmp->destroy (); 926 tmp->destroy ();
1086 } 927 }
1087 else 928 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 930}
1091 return 0;
1092 }
1093 931
932void
933player::chargen_race_next ()
934{
1094 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1096 */ 937 */
1097 938
1098 tmp_loop = 0; 939 do
1099 while (!tmp_loop)
1100 { 940 {
1101 shstr name = op->name; 941 shstr name = ob->name;
1102 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1103 943
1104 remove_statbonus (op); 944 ob->remove_statbonus ();
1105 op->remove (); 945 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 948 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1111 op->x = x; 951 ob->x = x;
1112 op->y = y; 952 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 956 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 957 }
958 while (!allowed_class (ob));
1119 959
1120 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 962 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 965 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} 966}
1182 967
1183void 968void
1184flee_player (object *op) 969flee_player (object *op)
1185{ 970{
1215 { 1000 {
1216 op->enemy = NULL; 1001 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1003 return;
1219 } 1004 }
1005
1220 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1221 1007
1222 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1224 { 1010 {
1225 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1226 1012
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1014 return;
1230 }
1231 } 1015 }
1016
1232 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1019 op->enemy = NULL;
1235} 1020}
1236 1021
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1024 * stop.
1241 */ 1025 */
1242int 1026int
1243check_pick (object *op) 1027check_pick (object *op)
1244{ 1028{
1245 object *tmp, *next; 1029 object *tmp, *next;
1246 int stop = 0; 1030 int stop = 0;
1247 int j, k, wvratio; 1031 int wvratio;
1248 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1249 1033
1250 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1252 return 1; 1036 return 1;
1253 1037
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1108 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1358 /* philosophy: 1115 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1116 * 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 1117 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1120 * example.
1364 * The drawback: right now it has no frontend, so you need to 1121 * 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 1122 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1374 * found object is returned.
1618 */ 1375 */
1619object * 1376object *
1620find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1621{ 1378{
1622 object *tmp = NULL; 1379 object *tmp = 0;
1623 1380
1624 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1628 return op; 1385 return op;
1386
1629 return tmp; 1387 return tmp;
1630} 1388}
1631 1389
1632/* 1390/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1395 */
1638
1639object * 1396object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1398{
1642 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1709 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1467 * op = the shooter
1711 * type = bow->race 1468 * type = bow->race
1712 * dir = fire direction 1469 * dir = fire direction
1713 */ 1470 */
1714
1715object * 1471object *
1716pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1717{ 1473{
1718 object *tmp = NULL; 1474 object *tmp = NULL;
1719 maptile *m; 1475 maptile *m;
1784 */ 1540 */
1785int 1541int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1543{
1788 object *left, *bow; 1544 object *left, *bow;
1789 int bowspeed, mflags; 1545 int mflags;
1790 maptile *m; 1546 maptile *m;
1791 1547
1792 if (!dir) 1548 if (!dir)
1793 { 1549 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1551 return 0;
1796 } 1552 }
1797 if (op->type == PLAYER) 1553
1798 bow = op->contr->ranges[range_bow]; 1554 if (op->contr)
1555 bow = op->current_weapon;
1799 else 1556 else
1800 { 1557 {
1801 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1565 if (!bow)
1809 { 1566 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1568 return 0;
1812 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1813 } 1578 }
1579
1814 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1815 { 1581 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1583 return 0;
1818 } 1584 }
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 1585
1828 if (arrow == NULL) 1586 if (arrow == NULL)
1829 { 1587 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1589 {
1832 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1593 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1837 return 0; 1596 return 0;
1838 } 1597 }
1839 } 1598 }
1599
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1602 return 0;
1844 } 1603
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1605 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1607 return 0;
1849 } 1608 }
1855 return 0; 1614 return 0;
1856 } 1615 }
1857 1616
1858 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1619 if (!arrow)
1861 { 1620 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1622 return 0;
1864 } 1623 }
1624
1865 arrow->set_owner (op); 1625 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1627 arrow->direction = dir;
1869 arrow->x = sx; 1628
1870 arrow->y = sy; 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636 if (player *pl = op->contr)
1637 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp;
1645
1646 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f;
1649 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651
1652 op->speed_left += speed - op->speed;
1653#endif
1654 }
1655
1656 SET_ANIMATION (arrow, arrow->direction);
1657
1658 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1660 + bow->stats.dam / 7.0;
1661
1662 arrow->set_speed (max (arrow->speed, 2.0));
1663 arrow->speed_left = 0;
1664
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1666
1872 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1873 { 1668 {
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; 1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1670 wc -= dex_bonus[op->stats.Dex];
1671
1672 if (!arrow->slaying)
1673 arrow->slaying = op->slaying;
1674
1675 arrow->attacktype |= op->attacktype;
1907 } 1676 }
1908 else 1677 else
1909 { 1678 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1679 arrow->level = op->level;
1912 } 1680 arrow->stats.wc -= bow->magic;
1913 1681
1914 if (arrow->attacktype == AT_PHYSICAL) 1682 if (!arrow->slaying)
1683 arrow->slaying = bow->slaying;
1684
1915 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1686 }
1916 1687
1917 if (bow->slaying != NULL) 1688 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1689 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1690
1920 arrow->map = m; 1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1692 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1694
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1696 m->insert (arrow, sx, sy, op);
1926 1697
1927 if (!arrow->destroyed ()) 1698 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1699 move_arrow (arrow);
1929 1700
1930 if (op->type == PLAYER) 1701 if (op->type == PLAYER)
1950{ 1721{
1951 int ret = 0, wcmod = 0; 1722 int ret = 0, wcmod = 0;
1952 1723
1953 if (op->contr->bowtype == bow_bestarrow) 1724 if (op->contr->bowtype == bow_bestarrow)
1954 { 1725 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1727 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1728 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1729 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1730 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1731 wcmod = -1;
1732
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1734 }
1963 else if (op->contr->bowtype == bow_threewide) 1735 else if (op->contr->bowtype == bow_threewide)
1964 { 1736 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 else if (op->contr->bowtype == bow_spreadshot) 1741 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1742 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1744 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); 1745 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1746 }
1976 else 1747 else
1977 { 1748 {
1978 /* Simple case */ 1749 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1750 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1751 }
1752
1981 return ret; 1753 return ret;
1982} 1754}
1983
1984 1755
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1987 */ 1758 */
1988void 1759void
1989fire_misc_object (object *op, int dir) 1760fire_misc_object (object *op, int dir)
1990{ 1761{
1991 object *item; 1762 object *item = op->contr->ranged_ob;
1992 1763
1993 if (!op->contr->ranges[range_misc]) 1764 if (!item)
1994 { 1765 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1767 return;
1997 } 1768 }
1998 1769
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1770 if (!item->inv)
2001 { 1771 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1773 return;
2004 } 1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
2005 if (item->type == WAND) 1779 if (item->type == WAND)
2006 { 1780 {
2007 if (item->stats.food <= 0) 1781 if (item->stats.food <= 0)
2008 { 1782 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 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)); 1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
2011 return; 1786 return;
2012 } 1787 }
2013 } 1788 }
2014 else if (item->type == ROD || item->type == HORN) 1789 else if (item->type == ROD || item->type == HORN)
2015 { 1790 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1792 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
2019 if (item->type == ROD) 1795 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)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1797 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
2023 return; 1800 return;
2024 } 1801 }
2025 } 1802 }
2026 1803
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1804 if (cast_spell (op, item, dir, item->inv, NULL))
2035 1812
2036 if (item->arch) 1813 if (item->arch)
2037 { 1814 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1815 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1816 item->face = item->arch->clone.face;
2040 item->speed = 0; 1817 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1818 }
1819
2043 if ((tmp = is_player_inv (item))) 1820 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1821 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1822 }
2046 } 1823 }
2047 else if (item->type == ROD || item->type == HORN) 1824 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1825 drain_rod_charge (item);
2050 }
2051 } 1826 }
2052} 1827}
2053 1828
2054/* Received a fire command for the player - go and do it. 1829/* Received a fire command for the player - go and do it.
2055 */ 1830 */
2060 1835
2061 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1837 if (action_makes_visible (op))
2063 make_visible (op); 1838 make_visible (op);
2064 1839
2065 switch (op->contr->shoottype) 1840 player *pl = op->contr;
1841
1842 if (pl->golem)
2066 { 1843 {
2067 case range_none: 1844 control_golem (op->contr->golem, dir);
2068 return; 1845 return;
1846 }
2069 1847
2070 case range_bow: 1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 if (!op->change_weapon (ob))
1854 return;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2071 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2072 return; 1860 break;
2073 1861
2074 case range_magic: /* Casting spells */ 1862 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return; 1864 break;
2077 1865
2078 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
2079 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
2080 return; 1876 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 } 1877 }
2108} 1878}
2109
2110
2111 1879
2112/* find_key 1880/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1881 * 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 1882 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1885 * pl is the player,
2118 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2121 */ 1889 */
2122
2123object * 1890object *
2124find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2125{ 1892{
2126 object *tmp, *key; 1893 object *tmp, *key;
2127 1894
2128 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1896 if (!container->inv)
2130 return NULL; 1897 return 0;
2131 1898
2132 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1901 {
2135 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1903 break;
2137 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2139 */ 1906 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1908 break;
2142 } 1909 }
1910
2143 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1914 * a key, return
2147 */ 1915 */
2148 if (!tmp) 1916 if (!tmp)
2149 { 1917 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1919 {
2152 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1922 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2156 return key; 1924 return key;
2157 } 1925 }
2158 } 1926 }
1927
2159 if (!tmp) 1928 if (!tmp)
2160 return NULL; 1929 return NULL;
2161 } 1930 }
1931
2162 /* We get down here if we have found a key. Now if its in a container, 1932 /* 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 1933 * see if we actually want to use it
2164 */ 1934 */
2165 if (pl != container) 1935 if (pl != container)
2166 { 1936 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 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)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1959 return NULL;
2190 } 1960 }
2191 } 1961 }
1962
2192 return tmp; 1963 return tmp;
2193} 1964}
2194 1965
2195/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1969 * 0 otherwise
2199 */ 1970 */
2200static int 1971static int
2201player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2202{ 1973{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* 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 - 1975 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2207 */ 1977 */
2208 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2211 if (key) 1981 if (key)
2212 { 1982 {
2213 object *container = key->env; 1983 object *container = key->env;
2214 1984
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
2216 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2217 make_visible (op); 1988 make_visible (op);
1989
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2220 if (door->type == DOOR) 1993 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2225 { 1996 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 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 ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1999 }
2000
2229 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2232 if (container != op) 2004 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2234 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2235 } 2008 }
2236 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2237 { 2010 {
2238 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2013 return 1;
2241 } 2014 }
2015
2242 return 0; 2016 return 0;
2243} 2017}
2244 2018
2245/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2250 */ 2024 */
2251
2252void 2025void
2253move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2254{ 2027{
2255 object *tmp, *mon; 2028 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2029 int on_battleground;
2258 maptile *m; 2030 maptile *m;
2259 2031
2260 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2262 2034
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2035 on_battleground = op_on_battleground (op, 0, 0);
2264 2036
2265 /* If braced, or can't move to the square, and it is not out of the 2037 /* 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 2038 * 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 2039 * 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 2040 * player. This is a pretty nasty hack, because if we could
2273 */ 2045 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2046 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2047 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2048 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2049 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2050 m = op->map->xy_find (nx, ny);
2279 if (!m) 2051 if (!m)
2280 return; /* Don't think this should happen */ 2052 return; /* Don't think this should happen */
2281 } 2053 }
2282 else 2054 else
2283 m = op->map; 2055 m = op->map;
2284 2056
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2057 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; 2058 return;
2289 }
2290 2059
2291 mon = NULL; 2060 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2061 /* 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. 2062 * 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 2063 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2064 * on the space
2296 */ 2065 */
2297 while (tmp != NULL) 2066 while (tmp)
2298 { 2067 {
2299 if (tmp == op) 2068 if (tmp == op)
2300 { 2069 {
2301 tmp = tmp->above; 2070 tmp = tmp->above;
2302 continue; 2071 continue;
2312 mon = tmp; 2081 mon = tmp;
2313 2082
2314 tmp = tmp->above; 2083 tmp = tmp->above;
2315 } 2084 }
2316 2085
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2086 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2087 return; /* into a wall */
2319 2088
2320 if (mon->head != NULL) 2089 if (mon->head)
2321 mon = mon->head; 2090 mon = mon->head;
2322 2091
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2092 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2093 if (player_attack_door (op, mon))
2325 return; 2094 return;
2334 2103
2335 /* If the creature is a pet, push it even if the player is not 2104 /* If the creature is a pet, push it even if the player is not
2336 * peaceful. Our assumption is the creature is a pet if the 2105 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2106 * player owns it and it is either friendly or unagressive.
2338 */ 2107 */
2339 if ((op->type == PLAYER) 2108 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2109 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2110 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2111 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2113 {
2349 /* If we're braced, we don't want to switch places with it */ 2114 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2115 if (op->contr->braced)
2351 return; 2116 return;
2117
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2119 push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2120 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2121 make_visible (op);
2122
2356 return; 2123 return;
2357 } 2124 }
2358 2125
2359 /* in certain circumstances, you shouldn't attack friendly 2126 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2127 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 2128 * someone, but put it inside this loop so that you won't
2362 * attack them either. 2129 * attack them either.
2363 */ 2130 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2131 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 2133 && ((op->contr->peaceful
2367 (op->contr->peaceful 2134 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2135 && !on_battleground))
2369 && mon->contr->
2370 peaceful)) &&
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2136 {
2376 if (!op->contr->braced) 2137 if (!op->contr->braced)
2377 { 2138 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2380 } 2141 }
2381 else 2142 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2144
2385 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2146 make_visible (op);
2387 } 2147 }
2388 2148
2389 /* If the object is a boulder or other rollable object, then 2149 /* 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 2160 * 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: 2161 * 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 2162 * 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. 2163 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2164 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2165 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))) 2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2167 {
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) 2168 if (!op->contr->has_hit)
2416 { 2169 {
2170 op->contr->has_hit = 1;
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2171 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 } 2172 }
2421 2173
2422 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2423 2175
2424 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2179 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2182 {
2431 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2432 2184
2433 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2436 } 2188 }
2189
2437 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2438 make_visible (op); 2191 make_visible (op);
2439 } 2192 }
2440 } /* if player should attack something */ 2193 } /* if player should attack something */
2441} 2194}
2443int 2196int
2444move_player (object *op, int dir) 2197move_player (object *op, int dir)
2445{ 2198{
2446 int pick; 2199 int pick;
2447 2200
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2202 return 0;
2450 2203
2451 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2453 { 2206 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2208 return 0;
2456 } 2209 }
2457 2210
2458 /* peterm: added following line */ 2211 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2214
2462 op->facing = dir; 2215 op->facing = dir;
2463 2216
2464 if (op->hide) 2217 if (op->hide)
2465 do_hidden_move (op); 2218 do_hidden_move (op);
2476 2229
2477 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2231 * server can handle repeat firing.
2479 */ 2232 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2234 op->direction = dir;
2483 }
2484 else 2235 else
2485 {
2486 op->direction = 0; 2236 op->direction = 0;
2487 } 2237
2488 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2240 * for players.
2491 */ 2241 */
2492 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2501 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2502 */ 2252 */
2503int 2253int
2504handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2505{ 2255{
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)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2257 {
2528 flee_player (op); 2258 flee_player (op);
2259
2529 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2531 { 2262 {
2532 op->speed_left--; 2263 --op->speed_left;
2533 return 0; 2264 return 0;
2534 } 2265 }
2535 } 2266 }
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 2267
2545 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2270 * called, so we recheck it here.
2548 */ 2271 */
2549 op->contr->socket->handle_command (); 2272 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2273 return 1;
2552 2274
2275 if (op->speed_left > 0.f)
2276 {
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2278 {
2555 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2280 --op->speed_left;
2557 2281
2558 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2561 */ 2285 */
2562 move_player (op, op->direction); 2286 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2287
2564 return 1; 2288 return op->speed_left > 0.f;
2565 else 2289 }
2566 return 0;
2567 } 2290 }
2568 2291
2569 return 0; 2292 return 0;
2570} 2293}
2571 2294
2591 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2592 2315
2593 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2594 op->stats.food = 999; 2317 op->stats.food = 999;
2595 2318
2596 fix_player (op); 2319 op->update_stats ();
2597 return 1; 2320 return 1;
2598 } 2321 }
2599 2322
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2332 * from.
2610 */ 2333 */
2611void 2334void
2612remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2613{ 2336{
2614 object *next;
2615
2616 while (op) 2337 while (op)
2617 { 2338 {
2618 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2340
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2342 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2629 } 2347 }
2630 else if (op->inv) 2348 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2632 2350
2633 op = next; 2351 op = next;
2634 } 2352 }
2635} 2353}
2636
2637 2354
2638/* 2355/*
2639 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2393 strcat (buf2, buf);
2677 2394
2678 return buf2; 2395 return buf2;
2679} 2396}
2680
2681
2682 2397
2683void 2398void
2684do_some_living (object *op) 2399do_some_living (object *op)
2685{ 2400{
2686 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2407 int rate_grace = 2000;
2693 const int max_hp = 1; 2408 const int max_hp = 1;
2694 const int max_sp = 1; 2409 const int max_sp = 1;
2695 const int max_grace = 1; 2410 const int max_grace = 1;
2696 2411
2697 if (op->contr->outputs_sync) 2412 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 } 2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2703 2430
2704 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2705 { 2432 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2437 else
2712 { 2438 {
2713 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2441 }
2442
2716 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2445 else
2719 { 2446 {
2720 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2449 }
2450
2723 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2453 else
2726 { 2454 {
2727 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2457 }
2730 2458
2731 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2461 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 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) 2463 if (op->stats.sp < op->stats.maxsp)
2736 { 2464 {
2737 op->stats.sp++; 2465 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2473 op->stats.food = last_food;
2746 } 2474 }
2747 } 2475 }
2476
2748 if (max_sp > 1) 2477 if (max_sp > 1)
2749 { 2478 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2480 if (over_sp > 0)
2752 { 2481 {
2753 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2754 { 2483 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2487 op->stats.sp--;
2488
2758 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2760 } 2491 }
2761 op->last_sp = 0; 2492 op->last_sp = 0;
2762 } 2493 }
2763 else 2494 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2496 }
2768 else 2497 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2499 }
2773 2500
2774 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2777 { 2504 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2780 if (max_grace > 1) 2508 if (max_grace > 1)
2781 { 2509 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2511 if (over_grace > 0)
2784 { 2512 {
2812 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2542 op->stats.food = last_food;
2815 } 2543 }
2816 } 2544 }
2545
2817 if (max_hp > 1) 2546 if (max_hp > 1)
2818 { 2547 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2549 if (over_hp > 0)
2821 { 2550 {
2834 } 2563 }
2835 2564
2836 /* Digestion */ 2565 /* Digestion */
2837 if (--op->last_eat < 0) 2566 if (--op->last_eat < 0)
2838 { 2567 {
2839#ifdef COZY_SERVER
2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2842#else
2843 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2569
2846 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2572 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2850 /* dms do not consume food */ 2575 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2577 op->stats.food--;
2853 } 2578 }
2854 }
2855 2579
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2581 {
2858 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2859 2583
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2585 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2593 break;
2870 } 2594 }
2871 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2872 flesh = tmp; 2596 flesh = tmp;
2873 } /* End if paid for object */ 2597 } /* End if paid for object */
2874 } /* end of for loop */ 2598 } /* end of for loop */
2599
2875 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2601 * eat flesh instead.
2877 */ 2602 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2604 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2882 } 2607 }
2883 } /* end if player is starving */ 2608 }
2884 2609
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2887 2612
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2614 kill_player (op);
2615 }
2890} 2616}
2891
2892
2893 2617
2894/* If the player should die (lack of hp, food, etc), we call this. 2618/* 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 2619 * 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 2620 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2621 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 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..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2653
2930 /* restore player */ 2654 /* restore player */
2931 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2657 {
2935 tmp->destroy (); 2658 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2660 }
2938 2661
2939 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2664 {
2943 tmp->destroy (); 2665 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2667 }
2946 2668
2948 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2672 op->stats.food = 999;
2951 2673
2952 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2676 {
2956 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2678 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " 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); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2682 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2686 }
2967 2687
2968 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2690 op->contr->braced = 0;
2975 2695
2976 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2977 2697
2978 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2979 { 2699 {
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); 2700 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2989 } 2702 }
2990 else 2703 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); 2704 sprintf (buf, "%s died.", &op->name);
3000 } 2705
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2707
3003 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3004 x = op->x; 2709 x = op->x;
3005 y = op->y; 2710 y = op->y;
3006 map = op->map; 2711 map = op->map;
3007 2712
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2714 * 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. 2715 * See the config.h file for a little more in depth detail about this.
3014 */ 2716 */
3015 2717
3016 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2720 * of death.
3019 */ 2721 */
3020#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3022 { 2724 {
3023 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2727 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2730 little bit harder. */
3029 /* GD */ 2731 /* GD */
3030 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2733 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2734 else
3036 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3037 num_stats_lose = 1; 2738 num_stats_lose = 1;
3038 } 2739
3039 lost_a_stat = 0; 2740 lost_a_stat = 0;
3040 2741
3041 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3042 { 2743 {
3043 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3044 2745
3045 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3046 { 2747 {
3047 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2749 * what he lost.
3049 */ 2750 */
3050 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3056 } 2769 }
3057 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3058 { 2772 {
3059 /* deplete a stat */ 2773 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3061 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3062 2776 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2777 {
3066 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3068 } 2780
3069 lose_this_stat = 1; 2781 /* 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) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2787 {
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; 2788 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2790 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 } 2791 }
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 */ 2792 else
3111 if (this_stat >= -50)
3112 { 2793 {
3113 change_attr_value (&(dep->stats), i, -1); 2794 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; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2799 }
3119 } 2800 }
3120 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3121 } 2820 }
2821 }
2822 }
3122 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2824 if (!lost_a_stat)
3124 { 2825 {
3125 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3128 2829
3129 if (god && (strcmp (god, "none"))) 2830 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); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2832 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2834 }
3134#else 2835#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2837#endif
3137 2838
3138 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2840 * exp loss on the stone.
3140 */ 2841 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2844 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2846 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); 2847 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; 2848 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2851
3151 /**************************************/ 2852 /**************************************/
3152 /* */ 2853 /* */
3153 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3156 /* */ 2857 /* */
3157 /**************************************/ 2858 /**************************************/
3158 2859
3159 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2861 /* restore player */
3161 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3163 2864
3164 if (tmp) 2865 if (tmp)
3165 { 2866 {
3166 tmp->destroy (); 2867 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2869 }
3169 2870
3170 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2873 if (tmp)
3173 { 2874 {
3174 tmp->destroy (); 2875 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2877 }
3177 2878
3178 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3179 2880
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3183 op->stats.food = 900; 2884 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2888
3188 /* 2889 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2890 * 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 2891 * and put them back in the map.
3191 * in the map. 2892 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3196 2894
3197 /****************************************/ 2895 /****************************************/
3198 /* */ 2896 /* */
3199 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3201 /* */ 2899 /* */
3202 /****************************************/ 2900 /****************************************/
3203 2901
3204 enter_player_savebed (op); 2902 enter_player_savebed (op);
3205 2903
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2904 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2905
3212 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2909 * on the space that might harm the player.
3216 */ 2910 */
3217 will_kill_again = 0; 2911 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3221 2915
3222 if (will_kill_again) 2916 if (will_kill_again)
3223 { 2917 {
3224 object *force; 2918 object *force;
3225 int at; 2919 int at;
3226 2920
3227 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2923 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2924 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2928 force->resist[at] = 100;
3235 2929
3236 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3237 fix_player (op); 2931 op->update_stats ();
3238 2932
3239 } 2933 }
3240 2934
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 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} 2936}
3310
3311 2937
3312void 2938void
3313loot_object (object *op) 2939loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3316 2942
3317 if (op->container) 2943 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2944
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3323 { 2946 {
3324 next = tmp->below; 2947 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3326 continue; 2950 continue;
2951
3327 tmp->remove (); 2952 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3329 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2957
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2959 {
3335 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3336 { 2961 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2963 tmp2->destroy ();
3349/* 2974/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2977 * was changed.
3353 */ 2978 */
3354
3355void 2979void
3356fix_weight (void) 2980fix_weight (void)
3357{ 2981{
3358 player *pl; 2982 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2983 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2985
3364 if (old == sum) 2986 if (old == sum)
3365 continue; 2987 continue;
3366 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 2990 }
3369} 2991}
3370 2992
3371void 2993void
3372fix_luck (void) 2994fix_luck (void)
3373{ 2995{
3374 player *pl; 2996 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3379} 2999}
3380
3381 3000
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3385 */ 3004 */
3386
3387void 3005void
3388cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3389{ 3007{
3390 object *skop, *spob; 3008 object *skop, *spob;
3391 3009
3425 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3426 { 3044 {
3427 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3429 } 3047 }
3048
3430 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3431} 3050}
3432 3051
3433int 3052int
3434is_true_undead (object *op) 3053is_true_undead (object *op)
3435{ 3054{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3056 return 1;
3440 3057
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; 3058 return 0;
3447} 3059}
3448 3060
3449/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3506 3118
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3120
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3513 { 3124 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3126 make_visible (op);
3516 return; 3127 return;
3517 } 3128 }
3518 else 3129 else
3519 num += 20; 3130 num += 20;
3520 } 3131
3521 num += op->map->difficulty; 3132 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3134 num -= hide;
3135
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3137 {
3526 make_visible (op); 3138 make_visible (op);
3527 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3141 }
3530 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3144}
3535 3145
3536/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3537 3147
3538int 3148int
3565 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3566 continue; 3176 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3178 continue;
3569 3179
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3181 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3183 return 1;
3574 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3575 { 3185 {
3605 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3606 { 3216 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3218 return -1;
3609 } 3219 }
3220
3610 if (!pl || !op) 3221 if (!pl || !op)
3611 return 0; 3222 return 0;
3612 3223
3613 if (op->head)
3614 {
3615 op = op->head; 3224 op = op->head_ ();
3616 } 3225
3617 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3618 3227
3619 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3229 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3629 3238
3630 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3241 * for any meaningful values.
3633 */ 3242 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3246 return 1;
3638 op = op->more; 3247 op = op->more;
3639 } 3248 }
3640 return 0; 3249 return 0;
3641} 3250}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3348 int i = 0, j = 0;
3740 3349
3741 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3750 3359
3751 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3752 return; 3361 return;
3753 3362
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3364
3756 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3757 { 3366 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3368 return;
3760 } 3369 }
3761 3370
3827 { 3436 {
3828 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3438 object *skin;
3830 3439
3831 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 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); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3833 if (skin == NULL) 3445 if (!skin)
3834 return; 3446 return;
3835 3447
3836 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3450 {
3883 * not readied. 3495 * not readied.
3884 */ 3496 */
3885void 3497void
3886player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3887{ 3499{
3888 rangetype i; 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3889 3502
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3503 if (pl->combat_ob == ob)
3891 { 3504 pl->combat_ob = 0;
3505
3892 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3893 { 3507 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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