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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 1.140 by root, Fri May 18 13:15:29 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case SKILL:
278 ob->flag [FLAG_APPLIED] = false;
279 break;
280
281 case WAND:
282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
291 }
292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats ();
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->reset_stats ();
321 ns->pl = 0;
322 ns = 0;
323 }
324
325 if (ob)
326 ob->close_container (); //TODO: client-specific
327
328 deactivate ();
329}
330
331// the need for this function can be explained
332// by load_object not returning the object
333void
334player::set_object (object *op)
335{
336 ob = op;
337 ob->contr = this; /* this aren't yet in archetype */
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 4;
350 outputs_count = 4;
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 bowtype = bow_normal;
357 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers;
360 peaceful = 1; /* default peaceful */
361 do_los = 1;
362}
363
364void
365player::do_destroy ()
366{
367 disconnect ();
368
369 attachable::do_destroy ();
370
371 if (ob)
372 {
373 ob->destroy_inv (false);
374 ob->destroy ();
375 }
376}
377
378player::~player ()
379{
380 /* Clear item stack */
381 free (stack_items);
382}
383
299/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
301 * mode. 386 * mode.
302 */ 387 */
303 388player *
304int 389player::create ()
305add_player (client *ns)
306{ 390{
307 player *p = new player; 391 player *pl = new player;
308 392
309 p->socket = ns; 393 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 394
312 p->next = first_player; 395 pl->ob->roll_stats ();
313 first_player = p; 396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
314 398
315 p = get_player (p);
316
317 set_first_map (p->ob); 399 set_first_map (pl->ob);
318 400
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; 401 return pl;
327} 402}
328 403
329/* 404/*
330 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
340 { 415 {
341 if (at == NULL || at->next == NULL) 416 if (at == NULL || at->next == NULL)
342 at = first_archetype; 417 at = first_archetype;
343 else 418 else
344 at = at->next; 419 at = at->next;
420
345 if (at->clone.type == PLAYER) 421 if (at->clone.type == PLAYER)
346 return at; 422 return at;
423
347 if (at == start) 424 if (at == start)
348 { 425 {
349 LOG (llevError, "No Player archetypes\n"); 426 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 427 exit (-1);
351 } 428 }
352 } 429 }
353} 430}
354 431
355
356object * 432object *
357get_nearest_player (object *mon) 433get_nearest_player (object *mon)
358{ 434{
359 object *op = NULL; 435 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 436 objectlink *ol;
362 unsigned lastdist; 437 unsigned lastdist;
363 rv_vector rv; 438 rv_vector rv;
364 439
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 441 {
367 /* We should not find free objects on this friendly list, but it 442 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 443 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 444 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 445 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 449 object *tmp = ol->ob;
375 450
376 /* Can't do much more other than log the fact, because the object 451 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 452 * itself will have been cleared.
378 */ 453 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
380 ol = ol->next; 456 ol = ol->next;
381 remove_friendly_object (tmp); 457 remove_friendly_object (tmp);
382 if (!ol) 458 if (!ol)
383 return op; 459 return op;
384 } 460 }
397 { 473 {
398 op = ol->ob; 474 op = ol->ob;
399 lastdist = rv.distance; 475 lastdist = rv.distance;
400 } 476 }
401 } 477 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 478
403 { 479 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
408 { 482 {
409 op = pl->ob; 483 op = pl->ob;
410 lastdist = rv.distance; 484 lastdist = rv.distance;
411 } 485 }
412 } 486
413 }
414#if 0 487#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 489#endif
417 return op; 490 return op;
418} 491}
436 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 511 * is probably not a good thing.
439 */ 512 */
440#define MAX_SPACES 50 513#define MAX_SPACES 50
441
442 514
443/* 515/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 549 x = mon->x;
478 y = mon->y; 550 y = mon->y;
479 m = mon->map; 551 m = mon->map;
480 dir = rv.direction; 552 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 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); 554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555
483 /* If we can't solve it within the search distance, return now. */ 556 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 557 if (diff > max)
485 return 0; 558 return 0;
559
486 while (diff > 1 && max > 0) 560 while (diff > 1 && max > 0)
487 { 561 {
488 lastx = x; 562 lastx = x;
489 lasty = y; 563 lasty = y;
490 lastmap = m; 564 lastmap = m;
572 max--; 646 max--;
573 lastdir = dir; 647 lastdir = dir;
574 if (!firstdir) 648 if (!firstdir)
575 firstdir = dir; 649 firstdir = dir;
576 } 650 }
651
577 if (diff <= 1) 652 if (diff <= 1)
578 { 653 {
579 /* Recalculate diff (distance) because we may not have actually 654 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 655 * headed toward player for entire distance.
581 */ 656 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 657 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); 658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 659 }
660
585 if (diff > max) 661 if (diff > max)
586 return 0; 662 return 0;
587 } 663 }
664
588 /* If we reached the max, didn't find a direction in time */ 665 /* If we reached the max, didn't find a direction in time */
589 if (!max) 666 if (!max)
590 return 0; 667 return 0;
591 668
592 return firstdir; 669 return firstdir;
685 /* Need to set up the skill pointers */ 762 /* Need to set up the skill pointers */
686 link_player_skills (pl); 763 link_player_skills (pl);
687} 764}
688 765
689void 766void
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) 767get_party_password (object *op, partylist *party)
774{ 768{
775 if (party == NULL) 769 if (party == NULL)
776 { 770 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 771 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 772 return;
779 } 773 }
774
780 op->contr->write_buf[0] = '\0'; 775 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 776 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 777 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 778 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 779}
785
786 780
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 781/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 782static int
789roll_stat (void) 783roll_stat (void)
790{ 784{
791 int a[4], i, j, k; 785 int a[4], i, j, k;
792 786
793 for (i = 0; i < 4; i++) 787 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 788 a[i] = (int) rndm (6) + 1;
795 789
796 for (i = 0, j = 0, k = 7; i < 4; i++) 790 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 791 if (a[i] < k)
798 k = a[i], j = i; 792 k = a[i], j = i;
799 793
800 for (i = 0, k = 0; i < 4; i++) 794 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 795 if (i != j)
803 k += a[i]; 796 k += a[i];
804 } 797
805 return k; 798 return k;
806} 799}
807 800
808void 801void
809roll_stats (object *op) 802object::roll_stats ()
810{ 803{
804 int statsort [NUM_STATS];
805
806 for (;;)
807 {
811 int sum = 0; 808 int sum = 0;
812 int i = 0, j = 0; 809 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 810 sum += statsort [i] = roll_stat ();
814 811
815 do 812 if (sum >= 82 && sum <= 116)
813 break;
816 { 814 }
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);
827 815
828 /* Sort the stats so that rerolling is easier... */ 816 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 817 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;
836 818
837 /* a quick and dirty bubblesort? */ 819 for (int i = 0; i < NUM_STATS; ++i)
838 do 820 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);
853 821
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; 822 stats.exp = 0;
873 op->stats.ac = 0; 823 stats.ac = 0;
874 824
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; 825 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
883 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
884} 837}
885 838
886void 839void
887Roll_Again (object *op) 840object::swap_stats (int a, int b)
888{ 841{
889 esrv_new_player (op->contr, 0); 842 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}
893 843
894void 844 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 845 stats.stat (i) = contr->orig_stats.stat (i);
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
896{ 871{
897 signed char tmp;
898 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
899 873
900 if (op->contr->Swap_First == -1) 874 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); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 876 //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); 877 //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} 878}
1015 879
1016/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1020 * not the class. 884 * not the class.
1021 */ 885 */
1022 886void
1023int 887player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 888{
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 */ 889 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 891
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 892 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 893 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 894 create_treasure (tl, ob, 0, 0, 0);
1044 895
1045 INVOKE_PLAYER (BIRTH, op->contr); 896 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 897 INVOKE_PLAYER (LOGIN, ob->contr);
1047 898
1048 op->contr->state = ST_PLAYING; 899 ob->contr->ns->state = ST_PLAYING;
1049 900
1050 if (op->msg) 901 if (ob->msg)
1051 op->msg = NULL; 902 ob->msg = 0;
1052 903
1053 /* We create this now because some of the unique maps will need it 904 /* We create this now because some of the unique maps will need it
1054 * to save here. 905 * to save here.
1055 */ 906 */
907 {
908 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 910 make_path_to_file (buf);
911 }
1058 912
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 913 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 914 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 915 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 916 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 917 esrv_send_inventory (ob, ob);
1067 fix_player (op); 918 ob->update_stats ();
1068 919
1069 /* This moves the player to a different start map, if there 920 /* This moves the player to a different start map, if there
1070 * is one for this race 921 * is one for this race
1071 */ 922 */
1072 if (*first_map_ext_path) 923 if (*first_map_ext_path)
1073 { 924 {
1074 object *tmp; 925 object *tmp;
1075 char mapname[MAX_BUF]; 926 char mapname[MAX_BUF];
1076 927
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1078 tmp = object::create (); 929 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 930 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 931 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 932 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 934 * if the map isn't there, then stay on the
1084 * default initial map */ 935 * default initial map */
1085 tmp->destroy (); 936 tmp->destroy ();
1086 } 937 }
1087 else 938 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 939 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 940}
1091 return 0;
1092 }
1093 941
942void
943player::chargen_race_next ()
944{
1094 /* Following actually changes the race - this is the default command 945 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 946 * if we don't match with one of the options above.
1096 */ 947 */
1097 948
1098 tmp_loop = 0; 949 do
1099 while (!tmp_loop)
1100 { 950 {
1101 shstr name = op->name; 951 shstr name = ob->name;
1102 int x = op->x, y = op->y; 952 int x = ob->x, y = ob->y;
1103 953
1104 remove_statbonus (op); 954 ob->remove_statbonus ();
1105 op->remove (); 955 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 956 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 957 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 958 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 959 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 960 ob->name = ob->name_pl = name;
1111 op->x = x; 961 ob->x = x;
1112 op->y = y; 962 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 963 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 964 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 965 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 966 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 967 }
968 while (!allowed_class (ob));
1119 969
1120 update_object (op, UP_OBJ_FACE); 970 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 971 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 972 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 973 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 974 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 975 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} 976}
1182 977
1183void 978void
1184flee_player (object *op) 979flee_player (object *op)
1185{ 980{
1215 { 1010 {
1216 op->enemy = NULL; 1011 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1013 return;
1219 } 1014 }
1015
1220 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1221 1017
1222 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1224 { 1020 {
1225 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1226 1022
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1024 return;
1230 }
1231 } 1025 }
1026
1232 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1029 op->enemy = NULL;
1235} 1030}
1236 1031
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* 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 1033 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1034 * stop.
1241 */ 1035 */
1242int 1036int
1243check_pick (object *op) 1037check_pick (object *op)
1244{ 1038{
1245 object *tmp, *next; 1039 object *tmp, *next;
1246 int stop = 0; 1040 int stop = 0;
1247 int j, k, wvratio; 1041 int wvratio;
1248 char putstring[128], tmpstr[16]; 1042 char putstring[128];
1249 1043
1250 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1252 return 1; 1046 return 1;
1253 1047
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1118 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 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)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 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 } 1123 }
1124
1358 /* philosophy: 1125 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1126 * 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 1127 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1130 * example.
1364 * The drawback: right now it has no frontend, so you need to 1131 * 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 1132 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1384 * found object is returned.
1618 */ 1385 */
1619object * 1386object *
1620find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1621{ 1388{
1622 object *tmp = NULL; 1389 object *tmp = 0;
1623 1390
1624 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1628 return op; 1395 return op;
1396
1629 return tmp; 1397 return tmp;
1630} 1398}
1631 1399
1632/* 1400/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * 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 1402 * 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 1403 * 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. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1405 */
1638
1639object * 1406object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1408{
1642 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1709 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1477 * op = the shooter
1711 * type = bow->race 1478 * type = bow->race
1712 * dir = fire direction 1479 * dir = fire direction
1713 */ 1480 */
1714
1715object * 1481object *
1716pick_arrow_target (object *op, const char *type, int dir) 1482pick_arrow_target (object *op, const char *type, int dir)
1717{ 1483{
1718 object *tmp = NULL; 1484 object *tmp = NULL;
1719 maptile *m; 1485 maptile *m;
1784 */ 1550 */
1785int 1551int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1552fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1553{
1788 object *left, *bow; 1554 object *left, *bow;
1789 int bowspeed, mflags; 1555 int mflags;
1790 maptile *m; 1556 maptile *m;
1791 1557
1792 if (!dir) 1558 if (!dir)
1793 { 1559 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1561 return 0;
1796 } 1562 }
1797 if (op->type == PLAYER) 1563
1798 bow = op->contr->ranges[range_bow]; 1564 if (op->contr)
1565 bow = op->current_weapon;
1799 else 1566 else
1800 { 1567 {
1801 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1803 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1575 if (!bow)
1809 { 1576 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1578 return 0;
1812 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1813 } 1588 }
1589
1814 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1815 { 1591 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1593 return 0;
1818 } 1594 }
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 1595
1828 if (arrow == NULL) 1596 if (arrow == NULL)
1829 { 1597 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1599 {
1832 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1601 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 */ 1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1603 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1837 return 0; 1606 return 0;
1838 } 1607 }
1839 } 1608 }
1609
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1611 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1612 return 0;
1844 } 1613
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1614 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1615 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1616 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1617 return 0;
1849 } 1618 }
1855 return 0; 1624 return 0;
1856 } 1625 }
1857 1626
1858 left = arrow; /* these are arrows left to the player */ 1627 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1628 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1629 if (!arrow)
1861 { 1630 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1632 return 0;
1864 } 1633 }
1634
1865 arrow->set_owner (op); 1635 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1636 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1637 arrow->direction = dir;
1869 arrow->x = sx; 1638
1870 arrow->y = sy; 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642
1643 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying);
1645
1646 if (player *pl = op->contr)
1647 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp;
1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663#endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1668 /* update the speed */
1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1670 + bow->stats.dam / 7.0;
1671
1672 arrow->set_speed (max (arrow->speed, 2.0));
1673 arrow->speed_left = 0;
1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1676
1872 if (op->type == PLAYER) 1677 if (op->type == PLAYER)
1873 { 1678 {
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; 1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1680 wc -= dex_bonus[op->stats.Dex];
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1907 } 1686 }
1908 else 1687 else
1909 { 1688 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1689 arrow->level = op->level;
1912 } 1690 arrow->stats.wc -= bow->magic;
1913 1691
1914 if (arrow->attacktype == AT_PHYSICAL) 1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1915 arrow->attacktype |= bow->attacktype; 1695 arrow->attacktype |= bow->attacktype;
1696 }
1916 1697
1917 if (bow->slaying != NULL) 1698 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1700
1920 arrow->map = m; 1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1704
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1926 1707
1927 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1709 move_arrow (arrow);
1929 1710
1930 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1950{ 1731{
1951 int ret = 0, wcmod = 0; 1732 int ret = 0, wcmod = 0;
1952 1733
1953 if (op->contr->bowtype == bow_bestarrow) 1734 if (op->contr->bowtype == bow_bestarrow)
1954 { 1735 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1737 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1739 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1741 wcmod = -1;
1742
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1744 }
1963 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1964 { 1746 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 else if (op->contr->bowtype == bow_spreadshot) 1751 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1752 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 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); 1754 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); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1756 }
1976 else 1757 else
1977 { 1758 {
1978 /* Simple case */ 1759 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1761 }
1762
1981 return ret; 1763 return ret;
1982} 1764}
1983
1984 1765
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1766/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1767 * Broken apart from 'fire' to keep it more readable.
1987 */ 1768 */
1988void 1769void
1989fire_misc_object (object *op, int dir) 1770fire_misc_object (object *op, int dir)
1990{ 1771{
1991 object *item; 1772 object *item = op->contr->ranged_ob;
1992 1773
1993 if (!op->contr->ranges[range_misc]) 1774 if (!item)
1994 { 1775 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1777 return;
1997 } 1778 }
1998 1779
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1780 if (!item->inv)
2001 { 1781 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1783 return;
2004 } 1784 }
1785
1786 if (!op->change_weapon (item))
1787 return;
1788
2005 if (item->type == WAND) 1789 if (item->type == WAND)
2006 { 1790 {
2007 if (item->stats.food <= 0) 1791 if (item->stats.food <= 0)
2008 { 1792 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 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)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
2011 return; 1796 return;
2012 } 1797 }
2013 } 1798 }
2014 else if (item->type == ROD || item->type == HORN) 1799 else if (item->type == ROD || item->type == HORN)
2015 { 1800 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1802 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
2019 if (item->type == ROD) 1805 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)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1807 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1808 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1809
2023 return; 1810 return;
2024 } 1811 }
2025 } 1812 }
2026 1813
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1814 if (cast_spell (op, item, dir, item->inv, NULL))
2035 1822
2036 if (item->arch) 1823 if (item->arch)
2037 { 1824 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1825 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1826 item->face = item->arch->clone.face;
2040 item->speed = 0; 1827 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1828 }
1829
2043 if ((tmp = is_player_inv (item))) 1830 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1831 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1832 }
2046 } 1833 }
2047 else if (item->type == ROD || item->type == HORN) 1834 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1835 drain_rod_charge (item);
2050 }
2051 } 1836 }
2052} 1837}
2053 1838
2054/* Received a fire command for the player - go and do it. 1839/* Received a fire command for the player - go and do it.
2055 */ 1840 */
2060 1845
2061 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1847 if (action_makes_visible (op))
2063 make_visible (op); 1848 make_visible (op);
2064 1849
2065 switch (op->contr->shoottype) 1850 player *pl = op->contr;
1851
1852 if (pl->golem)
2066 { 1853 {
2067 case range_none: 1854 control_golem (op->contr->golem, dir);
2068 return; 1855 return;
1856 }
2069 1857
2070 case range_bow: 1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type)
1867 {
1868 case BOW:
2071 player_fire_bow (op, dir); 1869 player_fire_bow (op, dir);
2072 return; 1870 break;
2073 1871
2074 case range_magic: /* Casting spells */ 1872 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return; 1874 break;
2077 1875
2078 case range_misc: 1876 case BUILDER:
1877 apply_map_builder (op, dir);
1878 break;
1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1883
1884 default:
2079 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
2080 return; 1886 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 } 1887 }
2108} 1888}
2109
2110
2111 1889
2112/* find_key 1890/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1891 * 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 1892 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1895 * pl is the player,
2118 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2121 */ 1899 */
2122
2123object * 1900object *
2124find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2125{ 1902{
2126 object *tmp, *key; 1903 object *tmp, *key;
2127 1904
2128 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1906 if (!container->inv)
2130 return NULL; 1907 return 0;
2131 1908
2132 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1911 {
2135 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1913 break;
2137 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2139 */ 1916 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1918 break;
2142 } 1919 }
1920
2143 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1922 /* 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 1923 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1924 * a key, return
2147 */ 1925 */
2148 if (!tmp) 1926 if (!tmp)
2149 { 1927 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1929 {
2152 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1932 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2156 return key; 1934 return key;
2157 } 1935 }
2158 } 1936 }
1937
2159 if (!tmp) 1938 if (!tmp)
2160 return NULL; 1939 return NULL;
2161 } 1940 }
1941
2162 /* We get down here if we have found a key. Now if its in a container, 1942 /* 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 1943 * see if we actually want to use it
2164 */ 1944 */
2165 if (pl != container) 1945 if (pl != container)
2166 { 1946 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 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)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1969 return NULL;
2190 } 1970 }
2191 } 1971 }
1972
2192 return tmp; 1973 return tmp;
2193} 1974}
2194 1975
2195/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1979 * 0 otherwise
2199 */ 1980 */
2200static int 1981static int
2201player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2202{ 1983{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* 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 - 1985 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2207 */ 1987 */
2208 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2211 if (key) 1991 if (key)
2212 { 1992 {
2213 object *container = key->env; 1993 object *container = key->env;
2214 1994
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2216 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2217 make_visible (op); 1998 make_visible (op);
1999
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2220 if (door->type == DOOR) 2003 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2225 { 2006 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 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 ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2228 } 2009 }
2010
2229 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2232 if (container != op) 2014 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2234 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2235 } 2018 }
2236 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2237 { 2020 {
2238 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2023 return 1;
2241 } 2024 }
2025
2242 return 0; 2026 return 0;
2243} 2027}
2244 2028
2245/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2250 */ 2034 */
2251
2252void 2035void
2253move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2254{ 2037{
2255 object *tmp, *mon; 2038 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2039 int on_battleground;
2258 maptile *m; 2040 maptile *m;
2259 2041
2260 nx = freearr_x[dir] + op->x; 2042 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2043 sint16 ny = freearr_y[dir] + op->y;
2262 2044
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2264 2046
2265 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * player. This is a pretty nasty hack, because if we could
2273 */ 2055 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2057 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2059 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2060 m = op->map->xy_find (nx, ny);
2279 if (!m) 2061 if (!m)
2280 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2281 } 2063 }
2282 else 2064 else
2283 m = op->map; 2065 m = op->map;
2284 2066
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 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; 2068 return;
2289 }
2290 2069
2291 mon = NULL; 2070 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2071 /* 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. 2072 * 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 2073 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2074 * on the space
2296 */ 2075 */
2297 while (tmp != NULL) 2076 while (tmp)
2298 { 2077 {
2299 if (tmp == op) 2078 if (tmp == op)
2300 { 2079 {
2301 tmp = tmp->above; 2080 tmp = tmp->above;
2302 continue; 2081 continue;
2312 mon = tmp; 2091 mon = tmp;
2313 2092
2314 tmp = tmp->above; 2093 tmp = tmp->above;
2315 } 2094 }
2316 2095
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2096 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2097 return; /* into a wall */
2319 2098
2320 if (mon->head != NULL) 2099 if (mon->head)
2321 mon = mon->head; 2100 mon = mon->head;
2322 2101
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2103 if (player_attack_door (op, mon))
2325 return; 2104 return;
2334 2113
2335 /* If the creature is a pet, push it even if the player is not 2114 /* 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 2115 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2116 * player owns it and it is either friendly or unagressive.
2338 */ 2117 */
2339 if ((op->type == PLAYER) 2118 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2119 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2120 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2121 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2123 {
2349 /* If we're braced, we don't want to switch places with it */ 2124 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2125 if (op->contr->braced)
2351 return; 2126 return;
2127
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2130 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2131 make_visible (op);
2132
2356 return; 2133 return;
2357 } 2134 }
2358 2135
2359 /* in certain circumstances, you shouldn't attack friendly 2136 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2137 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 2138 * someone, but put it inside this loop so that you won't
2362 * attack them either. 2139 * attack them either.
2363 */ 2140 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2141 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 2143 && ((op->contr->peaceful
2367 (op->contr->peaceful 2144 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2145 && !on_battleground))
2369 && mon->contr->
2370 peaceful)) &&
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2146 {
2376 if (!op->contr->braced) 2147 if (!op->contr->braced)
2377 { 2148 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2150 push_ob (mon, dir, op);
2380 } 2151 }
2381 else 2152 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2153 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2154
2385 if (op->contr->tmp_invis || op->hide) 2155 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2156 make_visible (op);
2387 } 2157 }
2388 2158
2389 /* If the object is a boulder or other rollable object, then 2159 /* 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 2170 * 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: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2174 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 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))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2177 {
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) 2178 if (!op->contr->has_hit)
2416 { 2179 {
2180 op->contr->has_hit = 1;
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2181 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 } 2182 }
2421 2183
2422 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2423 2185
2424 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2189 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2192 {
2431 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2432 2194
2433 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2436 } 2198 }
2199
2437 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2438 make_visible (op); 2201 make_visible (op);
2439 } 2202 }
2440 } /* if player should attack something */ 2203 } /* if player should attack something */
2441} 2204}
2443int 2206int
2444move_player (object *op, int dir) 2207move_player (object *op, int dir)
2445{ 2208{
2446 int pick; 2209 int pick;
2447 2210
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2212 return 0;
2450 2213
2451 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2453 { 2216 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2218 return 0;
2456 } 2219 }
2457 2220
2458 /* peterm: added following line */ 2221 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2224
2462 op->facing = dir; 2225 op->facing = dir;
2463 2226
2464 if (op->hide) 2227 if (op->hide)
2465 do_hidden_move (op); 2228 do_hidden_move (op);
2476 2239
2477 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2241 * server can handle repeat firing.
2479 */ 2242 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2244 op->direction = dir;
2483 }
2484 else 2245 else
2485 {
2486 op->direction = 0; 2246 op->direction = 0;
2487 } 2247
2488 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2250 * for players.
2491 */ 2251 */
2492 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2501 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2502 */ 2262 */
2503int 2263int
2504handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2505{ 2265{
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)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2267 {
2528 flee_player (op); 2268 flee_player (op);
2269
2529 /* If player is still scared, that is his action for this tick */ 2270 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED)) 2271 if (op->flag [FLAG_SCARED])
2531 { 2272 {
2532 op->speed_left--; 2273 --op->speed_left;
2533 return 0; 2274 return 0;
2534 } 2275 }
2535 } 2276 }
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 2277
2545 /* call this here - we also will call this in do_ericserver, but 2278 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2279 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2280 * called, so we recheck it here.
2548 */ 2281 */
2549 op->contr->socket->handle_command (); 2282 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2283 return 1;
2552 2284
2285 if (op->speed_left > 0.f)
2286 {
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2288 {
2555 /* All move commands take 1 tick, at least for now */ 2289 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2290 --op->speed_left;
2557 2291
2558 /* Instead of all the stuff below, let move_player take care 2292 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2293 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2294 * there, as well as the confusion stuff.
2561 */ 2295 */
2562 move_player (op, op->direction); 2296 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2297
2564 return 1; 2298 return op->speed_left > 0.f;
2565 else 2299 }
2566 return 0;
2567 } 2300 }
2568 2301
2569 return 0; 2302 return 0;
2570} 2303}
2571 2304
2591 op->stats.hp = op->stats.maxhp; 2324 op->stats.hp = op->stats.maxhp;
2592 2325
2593 if (op->stats.food < 0) 2326 if (op->stats.food < 0)
2594 op->stats.food = 999; 2327 op->stats.food = 999;
2595 2328
2596 fix_player (op); 2329 op->update_stats ();
2597 return 1; 2330 return 1;
2598 } 2331 }
2599 2332
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2333 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2334 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2342 * from.
2610 */ 2343 */
2611void 2344void
2612remove_unpaid_objects (object *op, object *env) 2345remove_unpaid_objects (object *op, object *env)
2613{ 2346{
2614 object *next;
2615
2616 while (op) 2347 while (op)
2617 { 2348 {
2618 next = op->below; /* Make sure we have a good value, in case 2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2350
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2352 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2353 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2354 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2355
2356 op->insert_at (env);
2629 } 2357 }
2630 else if (op->inv) 2358 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2359 remove_unpaid_objects (op->inv, env);
2632 2360
2633 op = next; 2361 op = next;
2634 } 2362 }
2635} 2363}
2636
2637 2364
2638/* 2365/*
2639 * Returns pointer a static string containing gravestone text 2366 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2367 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2368 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2403 strcat (buf2, buf);
2677 2404
2678 return buf2; 2405 return buf2;
2679} 2406}
2680
2681
2682 2407
2683void 2408void
2684do_some_living (object *op) 2409do_some_living (object *op)
2685{ 2410{
2686 int last_food = op->stats.food; 2411 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2417 int rate_grace = 2000;
2693 const int max_hp = 1; 2418 const int max_hp = 1;
2694 const int max_sp = 1; 2419 const int max_sp = 1;
2695 const int max_grace = 1; 2420 const int max_grace = 1;
2696 2421
2697 if (op->contr->outputs_sync) 2422 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 } 2423 {
2424 op->invisible = 1000;
2425 /* the socket code flashes the player visible/invisible
2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2431 }
2432 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433 {
2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2439 }
2703 2440
2704 if (op->contr->state == ST_PLAYING) 2441 if (op->contr->ns->state == ST_PLAYING)
2705 { 2442 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2443 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2444 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2445 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2446 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2447 else
2712 { 2448 {
2713 gen_hp = op->stats.maxhp; 2449 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2450 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2451 }
2452
2716 if (op->contr->gen_sp >= 0) 2453 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2454 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2455 else
2719 { 2456 {
2720 gen_sp = op->stats.maxsp; 2457 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2458 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2459 }
2460
2723 if (op->contr->gen_grace >= 0) 2461 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2463 else
2726 { 2464 {
2727 gen_grace = op->stats.maxgrace; 2465 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2467 }
2730 2468
2731 /* Regenerate Spell Points */ 2469 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2470 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2471 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2472 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) 2473 if (op->stats.sp < op->stats.maxsp)
2736 { 2474 {
2737 op->stats.sp++; 2475 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2483 op->stats.food = last_food;
2746 } 2484 }
2747 } 2485 }
2486
2748 if (max_sp > 1) 2487 if (max_sp > 1)
2749 { 2488 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2489 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2490 if (over_sp > 0)
2752 { 2491 {
2753 if (op->stats.sp < op->stats.maxsp) 2492 if (op->stats.sp < op->stats.maxsp)
2754 { 2493 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2497 op->stats.sp--;
2498
2758 if (op->stats.sp > op->stats.maxsp) 2499 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2500 op->stats.sp = op->stats.maxsp;
2760 } 2501 }
2761 op->last_sp = 0; 2502 op->last_sp = 0;
2762 } 2503 }
2763 else 2504 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2506 }
2768 else 2507 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2509 }
2773 2510
2774 /* Regenerate Grace */ 2511 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2512 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2513 if (--op->last_grace < 0)
2777 { 2514 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2515 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2516 op->stats.grace++; /* no penalty in food for regaining grace */
2517
2780 if (max_grace > 1) 2518 if (max_grace > 1)
2781 { 2519 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2520 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2521 if (over_grace > 0)
2784 { 2522 {
2812 op->stats.food += op->contr->digestion; 2550 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2551 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2552 op->stats.food = last_food;
2815 } 2553 }
2816 } 2554 }
2555
2817 if (max_hp > 1) 2556 if (max_hp > 1)
2818 { 2557 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2559 if (over_hp > 0)
2821 { 2560 {
2834 } 2573 }
2835 2574
2836 /* Digestion */ 2575 /* Digestion */
2837 if (--op->last_eat < 0) 2576 if (--op->last_eat < 0)
2838 { 2577 {
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; 2578 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2579
2846 if (op->contr->gen_hp > 0) 2580 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2582 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584
2850 /* dms do not consume food */ 2585 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2586 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2587 op->stats.food--;
2853 } 2588 }
2854 }
2855 2589
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2591 {
2858 object *tmp, *flesh = NULL; 2592 object *tmp, *flesh = 0;
2859 2593
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2594 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2595 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2596 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2597 {
2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2601 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2602 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2603 break;
2870 } 2604 }
2871 else if (tmp->type == FLESH) 2605 else if (tmp->type == FLESH)
2872 flesh = tmp; 2606 flesh = tmp;
2873 } /* End if paid for object */ 2607 } /* End if paid for object */
2874 } /* end of for loop */ 2608 } /* end of for loop */
2609
2875 /* If player is still starving, it means they don't have any food, so 2610 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2611 * eat flesh instead.
2877 */ 2612 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2614 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2616 manual_apply (op, flesh, 0);
2882 } 2617 }
2883 } /* end if player is starving */ 2618 }
2884 2619
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2620 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2621 op->stats.food++, op->stats.hp--;
2887 2622
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2624 kill_player (op);
2625 }
2890} 2626}
2891
2892
2893 2627
2894/* If the player should die (lack of hp, food, etc), we call this. 2628/* 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 2629 * 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 2630 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2631 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2661 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..."); 2662 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2663
2930 /* restore player */ 2664 /* restore player */
2931 at = archetype::find ("poisoning"); 2665 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2666 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2667 {
2935 tmp->destroy (); 2668 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2669 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2670 }
2938 2671
2939 at = archetype::find ("confusion"); 2672 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2673 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2674 {
2943 tmp->destroy (); 2675 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2677 }
2946 2678
2948 op->stats.hp = op->stats.maxhp; 2680 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2681 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2682 op->stats.food = 999;
2951 2683
2952 /* create a bodypart-trophy to make the winner happy */ 2684 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2685 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2686 {
2956 sprintf (buf, "%s's finger", &op->name); 2687 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2688 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2689 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2690 " 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); 2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2692 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2693 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2694 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2695 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2696 }
2967 2697
2968 /* teleport defeated player to new destination */ 2698 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2699 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2700 op->contr->braced = 0;
2975 2705
2976 command_kill_pets (op, 0); 2706 command_kill_pets (op, 0);
2977 2707
2978 if (op->stats.food < 0) 2708 if (op->stats.food < 0)
2979 { 2709 {
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); 2710 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2711 strcpy (op->contr->killer, "starvation");
2989 } 2712 }
2990 else 2713 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); 2714 sprintf (buf, "%s died.", &op->name);
3000 } 2715
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2717
3003 /* save the map location for corpse, gravestone */ 2718 /* save the map location for corpse, gravestone */
3004 x = op->x; 2719 x = op->x;
3005 y = op->y; 2720 y = op->y;
3006 map = op->map; 2721 map = op->map;
3007 2722
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2723 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2724 * 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. 2725 * See the config.h file for a little more in depth detail about this.
3014 */ 2726 */
3015 2727
3016 /* Basically two ways to go - remove a stat permanently, or just 2728 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2729 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2730 * of death.
3019 */ 2731 */
3020#ifndef COZY_SERVER 2732#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2733 if (settings.balanced_stat_loss)
3022 { 2734 {
3023 /* If stat loss is permanent, lose one stat only. */ 2735 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2736 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2737 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2738 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2739 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2740 little bit harder. */
3029 /* GD */ 2741 /* GD */
3030 if (settings.stat_loss_on_death) 2742 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2743 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2744 else
3036 { 2745 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2746 }
2747 else
3037 num_stats_lose = 1; 2748 num_stats_lose = 1;
3038 } 2749
3039 lost_a_stat = 0; 2750 lost_a_stat = 0;
3040 2751
3041 for (z = 0; z < num_stats_lose; z++) 2752 for (z = 0; z < num_stats_lose; z++)
3042 { 2753 {
3043 i = RANDOM () % NUM_STATS; 2754 i = RANDOM () % NUM_STATS;
3044 2755
3045 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3046 { 2757 {
3047 /* Pick a random stat and take a point off it. Tell the player 2758 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2759 * what he lost.
3049 */ 2760 */
3050 change_attr_value (&(op->stats), i, -1); 2761 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2762 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2763 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2764 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2765 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2766 lost_a_stat = 1;
2767 }
2768 else
2769 {
2770 /* deplete a stat */
2771 archetype *deparch = archetype::find ("depletion");
2772 object *dep;
2773
2774 dep = present_arch_in_ob (deparch, op);
2775 if (!dep)
2776 {
2777 dep = arch_to_object (deparch);
2778 insert_ob_in_ob (dep, op);
3056 } 2779 }
3057 else 2780 lose_this_stat = 1;
2781 if (settings.balanced_stat_loss)
3058 { 2782 {
3059 /* deplete a stat */ 2783 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2784 /* Get the stat that we're about to deplete. */
3061 object *dep; 2785 this_stat = get_attr_value (&(dep->stats), i);
3062 2786 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2787 {
3066 dep = arch_to_object (deparch); 2788 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2789 int keep_chance = this_stat * this_stat;
3068 } 2790
3069 lose_this_stat = 1; 2791 /* 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) 2792 if (keep_chance < 1)
2793 keep_chance = 1;
2794
2795 /* There is a maximum depletion total per level. */
2796 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2797 {
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; 2798 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2799 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2800 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 } 2801 }
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 */ 2802 else
3111 if (this_stat >= -50)
3112 { 2803 {
3113 change_attr_value (&(dep->stats), i, -1); 2804 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; 2805 lose_this_stat = 0;
2806 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807 this_stat, keep_chance, loss_chance,
2808 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2809 }
3119 } 2810 }
3120 } 2811 }
2812
2813 if (lose_this_stat)
2814 {
2815 this_stat = get_attr_value (&(dep->stats), i);
2816 /* We could try to do something clever like find another
2817 * stat to reduce if this fails. But chances are, if
2818 * stats have been depleted to -50, all are pretty low
2819 * and should be roughly the same, so it shouldn't make a
2820 * difference.
2821 */
2822 if (this_stat >= -50)
2823 {
2824 change_attr_value (&(dep->stats), i, -1);
2825 SET_FLAG (dep, FLAG_APPLIED);
2826 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2827 op->update_stats ();
2828 lost_a_stat = 1;
2829 }
3121 } 2830 }
2831 }
2832 }
3122 /* If no stat lost, tell the player. */ 2833 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2834 if (!lost_a_stat)
3124 { 2835 {
3125 /* determine_god() seems to not work sometimes... why is this? 2836 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2837 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2838 const char *god = determine_god (op);
3128 2839
3129 if (god && (strcmp (god, "none"))) 2840 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); 2841 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2842 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2843 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2844 }
3134#else 2845#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2847#endif
3137 2848
3138 /* Put a gravestone up where the character 'almost' died. List the 2849 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2850 * exp loss on the stone.
3140 */ 2851 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2852 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2853 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2854 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2855 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2856 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); 2857 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; 2858 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2859 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2860 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2861
3151 /**************************************/ 2862 /**************************************/
3152 /* */ 2863 /* */
3153 /* Subtract the experience points, */ 2864 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2865 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2866 /* food, and reset HP's... */
3156 /* */ 2867 /* */
3157 /**************************************/ 2868 /**************************************/
3158 2869
3159 /* remove any poisoning and confusion the character may be suffering. */ 2870 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2871 /* restore player */
3161 at = archetype::find ("poisoning"); 2872 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3163 2874
3164 if (tmp) 2875 if (tmp)
3165 { 2876 {
3166 tmp->destroy (); 2877 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2879 }
3169 2880
3170 at = archetype::find ("confusion"); 2881 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2882 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2883 if (tmp)
3173 { 2884 {
3174 tmp->destroy (); 2885 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2887 }
3177 2888
3178 cure_disease (op, 0); /* remove any disease */ 2889 cure_disease (op, 0); /* remove any disease */
3179 2890
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2891 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2892 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2893 if (op->stats.food < 100)
3183 op->stats.food = 900; 2894 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2895 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2898
3188 /* 2899 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2900 * 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 2901 * and put them back in the map.
3191 * in the map. 2902 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2903 remove_unpaid_objects (op->inv, op);
3196 2904
3197 /****************************************/ 2905 /****************************************/
3198 /* */ 2906 /* */
3199 /* Move player to his current respawn- */ 2907 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2908 /* position (usually last savebed) */
3201 /* */ 2909 /* */
3202 /****************************************/ 2910 /****************************************/
3203 2911
3204 enter_player_savebed (op); 2912 enter_player_savebed (op);
3205 2913
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2914 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2915
3212 /* it is possible that the player has blown something up 2916 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2917 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2918 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2919 * on the space that might harm the player.
3216 */ 2920 */
3217 will_kill_again = 0; 2921 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2922 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2923 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2924 will_kill_again |= tmp->attacktype;
3221 2925
3222 if (will_kill_again) 2926 if (will_kill_again)
3223 { 2927 {
3224 object *force; 2928 object *force;
3225 int at; 2929 int at;
3226 2930
3227 force = get_archetype (FORCE_NAME); 2931 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2932 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2933 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2934 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2935 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2936 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2937 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2938 force->resist[at] = 100;
3235 2939
3236 insert_ob_in_ob (force, op); 2940 insert_ob_in_ob (force, op);
3237 fix_player (op); 2941 op->update_stats ();
3238 2942
3239 } 2943 }
3240 2944
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2945 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} 2946}
3310
3311 2947
3312void 2948void
3313loot_object (object *op) 2949loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2950{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2951 object *tmp, *tmp2, *next;
3316 2952
3317 if (op->container) 2953 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2954
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2955 for (tmp = op->inv; tmp; tmp = next)
3323 { 2956 {
3324 next = tmp->below; 2957 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2958
2959 if (tmp->invisible)
3326 continue; 2960 continue;
2961
3327 tmp->remove (); 2962 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2963 tmp->x = op->x, tmp->y = op->y;
2964
3329 if (tmp->type == CONTAINER) 2965 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2966 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2967
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2969 {
3335 if (tmp->nrof > 1) 2970 if (tmp->nrof > 1)
3336 { 2971 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2973 tmp2->destroy ();
3349/* 2984/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2985 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2986 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2987 * was changed.
3353 */ 2988 */
3354
3355void 2989void
3356fix_weight (void) 2990fix_weight (void)
3357{ 2991{
3358 player *pl; 2992 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2993 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2995
3364 if (old == sum) 2996 if (old == sum)
3365 continue; 2997 continue;
3366 fix_player (pl->ob); 2998 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2999 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3000 }
3369} 3001}
3370 3002
3371void 3003void
3372fix_luck (void) 3004fix_luck (void)
3373{ 3005{
3374 player *pl; 3006 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3007 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3008 pl->ob->change_luck (0);
3379} 3009}
3380
3381 3010
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3011/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3012 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3013 * just treat this as any other spell casting object.
3385 */ 3014 */
3386
3387void 3015void
3388cast_dust (object *op, object *throw_ob, int dir) 3016cast_dust (object *op, object *throw_ob, int dir)
3389{ 3017{
3390 object *skop, *spob; 3018 object *skop, *spob;
3391 3019
3425 if (op->type == PLAYER) 3053 if (op->type == PLAYER)
3426 { 3054 {
3427 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3056 op->contr->invis_race = 0;
3429 } 3057 }
3058
3430 update_object (op, UP_OBJ_FACE); 3059 update_object (op, UP_OBJ_CHANGE);
3431} 3060}
3432 3061
3433int 3062int
3434is_true_undead (object *op) 3063is_true_undead (object *op)
3435{ 3064{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3066 return 1;
3440 3067
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; 3068 return 0;
3447} 3069}
3448 3070
3449/* look at the surrounding terrain to determine 3071/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3072 * the hideability of this object. Positive levels
3506 3128
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3129 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3130
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3131 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3132 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3133 if (!skop || num >= skop->level)
3513 { 3134 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3135 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3136 make_visible (op);
3516 return; 3137 return;
3517 } 3138 }
3518 else 3139 else
3519 num += 20; 3140 num += 20;
3520 } 3141
3521 num += op->map->difficulty; 3142 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3143 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3144 num -= hide;
3145
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3147 {
3526 make_visible (op); 3148 make_visible (op);
3527 if (op->type == PLAYER) 3149 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3151 }
3530 else if (op->type == PLAYER && skop) 3152 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3153 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3154}
3535 3155
3536/* determine if who is standing near a hostile creature. */ 3156/* determine if who is standing near a hostile creature. */
3537 3157
3538int 3158int
3565 if (mflags & P_OUT_OF_MAP) 3185 if (mflags & P_OUT_OF_MAP)
3566 continue; 3186 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3187 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3188 continue;
3569 3189
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3190 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3191 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3192 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3193 return 1;
3574 else if (tmp->type == PLAYER) 3194 else if (tmp->type == PLAYER)
3575 { 3195 {
3605 if (pl->type != PLAYER) 3225 if (pl->type != PLAYER)
3606 { 3226 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3227 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3228 return -1;
3609 } 3229 }
3230
3610 if (!pl || !op) 3231 if (!pl || !op)
3611 return 0; 3232 return 0;
3612 3233
3613 if (op->head)
3614 {
3615 op = op->head; 3234 op = op->head_ ();
3616 } 3235
3617 get_rangevector (pl, op, &rv, 0x1); 3236 get_rangevector (pl, op, &rv, 0x1);
3618 3237
3619 /* starting with the 'head' part, lets loop 3238 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3239 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3240 * part that is in the los array but isnt on
3629 3248
3630 /* only the viewable area the player sees is updated by LOS 3249 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3250 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3251 * for any meaningful values.
3633 */ 3252 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3254 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3255 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3256 return 1;
3638 op = op->more; 3257 op = op->more;
3639 } 3258 }
3640 return 0; 3259 return 0;
3641} 3260}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3357 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3358 int i = 0, j = 0;
3740 3359
3741 /* get the appropriate treasurelist */ 3360 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3361 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3362 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3363 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3364 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3365 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3366 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3367 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3368 trlist = treasurelist::find ("dragon_ability_poison");
3750 3369
3751 if (trlist == NULL || who->type != PLAYER) 3370 if (trlist == NULL || who->type != PLAYER)
3752 return; 3371 return;
3753 3372
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3374
3756 if (tr == NULL || tr->item == NULL) 3375 if (!tr || !tr->item)
3757 { 3376 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3378 return;
3760 } 3379 }
3761 3380
3827 { 3446 {
3828 /* forces in the treasurelist can alter the player's stats */ 3447 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3448 object *skin;
3830 3449
3831 /* first get the dragon skin force */ 3450 /* first get the dragon skin force */
3451 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); 3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3453 ;
3454
3833 if (skin == NULL) 3455 if (!skin)
3834 return; 3456 return;
3835 3457
3836 /* adding new spellpath attunements */ 3458 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3459 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3460 {
3883 * not readied. 3505 * not readied.
3884 */ 3506 */
3885void 3507void
3886player_unready_range_ob (player *pl, object *ob) 3508player_unready_range_ob (player *pl, object *ob)
3887{ 3509{
3888 rangetype i; 3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3889 3512
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3513 if (pl->combat_ob == ob)
3891 { 3514 pl->combat_ob = 0;
3515
3892 if (pl->ranges[i] == ob) 3516 if (pl->ranged_ob == ob)
3893 { 3517 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3518}
3519
3520sint8
3521player::visibility_at (maptile *map, int x, int y) const
3522{
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537}

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