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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 1.141 by root, Fri May 18 15:05:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
82 int comp; 44 int comp;
83 int size; 45 int size;
84 46
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 49 return;
89 } 50
90 motd[0] = '\0'; 51 motd[0] = '\0';
91 size = 0; 52 size = 0;
53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
58
96 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 60 size += strlen (buf);
98 } 61 }
62
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
101} 65}
102 66
103void 67void
109 int comp; 73 int comp;
110 int size; 74 int size;
111 75
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 78 return;
116 } 79
117 rules[0] = '\0'; 80 rules[0] = '\0';
118 size = 0; 81 size = 0;
82
119 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
120 { 84 {
121 if (*buf == '#') 85 if (*buf == '#')
122 continue; 86 continue;
87
123 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
124 { 89 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 91 break;
127 } 92 }
93
128 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 95 size += strlen (buf);
130 } 96 }
97
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
133} 100}
134 101
135void 102void
143 int size; 110 int size;
144 111
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 114 return;
115
148 news[0] = '\0'; 116 news[0] = '\0';
149 subject[0] = '\0'; 117 subject[0] = '\0';
150 size = 0; 118 size = 0;
119
151 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
152 { 121 {
153 if (*buf == '#') 122 if (*buf == '#')
154 continue; 123 continue;
124
155 if (*buf == '%') 125 if (*buf == '%')
156 { /* send one news */ 126 { /* send one news */
157 if (size > 0) 127 if (size > 0)
158 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
159 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
160 strip_endline (subject); 131 strip_endline (subject);
161 size = 0; 132 size = 0;
162 news[0] = '\0'; 133 news[0] = '\0';
163 } 134 }
172 size += strlen (buf); 143 size += strlen (buf);
173 } 144 }
174 } 145 }
175 146
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
178 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
179}
180
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 150}
288 151
289/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
290static void 153static void
291set_first_map (object *op) 154set_first_map (object *op)
292{ 155{
293 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
294 op->x = -1; 157 op->x = -1;
295 op->y = -1; 158 op->y = -1;
296 enter_exit (op, NULL);
297} 159}
298 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f;
335 ob->direction = 5; /* So player faces south */
336}
337
338player::player ()
339{
340 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point.
342 */
343 outputs_sync = 4;
344 outputs_count = 4;
345 unapply = unapply_nochoice;
346
347 savebed_map = first_map_path; /* Init. respawn position */
348
349 gen_sp_armour = 10;
350 bowtype = bow_normal;
351 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
299/* Tries to add player on the connection passwd in ns. 378/* 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 379 * All we can really get in this is some settings like host and display
301 * mode. 380 * mode.
302 */ 381 */
303 382player *
304int 383player::create ()
305add_player (client *ns)
306{ 384{
307 player *p = new player; 385 player *pl = new player;
308 386
309 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 388
312 p->next = first_player; 389 pl->ob->roll_stats ();
313 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
314 392
315 p = get_player (p);
316
317 set_first_map (p->ob); 393 set_first_map (pl->ob);
318 394
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; 395 return pl;
327} 396}
328 397
329/* 398/*
330 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
340 { 409 {
341 if (at == NULL || at->next == NULL) 410 if (at == NULL || at->next == NULL)
342 at = first_archetype; 411 at = first_archetype;
343 else 412 else
344 at = at->next; 413 at = at->next;
414
345 if (at->clone.type == PLAYER) 415 if (at->clone.type == PLAYER)
346 return at; 416 return at;
417
347 if (at == start) 418 if (at == start)
348 { 419 {
349 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 421 exit (-1);
351 } 422 }
352 } 423 }
353} 424}
354 425
355
356object * 426object *
357get_nearest_player (object *mon) 427get_nearest_player (object *mon)
358{ 428{
359 object *op = NULL; 429 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 430 objectlink *ol;
362 unsigned lastdist; 431 unsigned lastdist;
363 rv_vector rv; 432 rv_vector rv;
364 433
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 435 {
367 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 443 object *tmp = ol->ob;
375 444
376 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 446 * itself will have been cleared.
378 */ 447 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
380 ol = ol->next; 450 ol = ol->next;
381 remove_friendly_object (tmp); 451 remove_friendly_object (tmp);
382 if (!ol) 452 if (!ol)
383 return op; 453 return op;
384 } 454 }
397 { 467 {
398 op = ol->ob; 468 op = ol->ob;
399 lastdist = rv.distance; 469 lastdist = rv.distance;
400 } 470 }
401 } 471 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 472
403 { 473 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 474 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 475 if (lastdist > rv.distance)
408 { 476 {
409 op = pl->ob; 477 op = pl->ob;
410 lastdist = rv.distance; 478 lastdist = rv.distance;
411 } 479 }
412 } 480
413 }
414#if 0 481#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 482 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 483#endif
417 return op; 484 return op;
418} 485}
436 * circling behaviour. Unfortunately, this function is also used to determined 503 * 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 504 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 505 * is probably not a good thing.
439 */ 506 */
440#define MAX_SPACES 50 507#define MAX_SPACES 50
441
442 508
443/* 509/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 510 * 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 511 * 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 512 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 543 x = mon->x;
478 y = mon->y; 544 y = mon->y;
479 m = mon->map; 545 m = mon->map;
480 dir = rv.direction; 546 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 547 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549
483 /* If we can't solve it within the search distance, return now. */ 550 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 551 if (diff > max)
485 return 0; 552 return 0;
553
486 while (diff > 1 && max > 0) 554 while (diff > 1 && max > 0)
487 { 555 {
488 lastx = x; 556 lastx = x;
489 lasty = y; 557 lasty = y;
490 lastmap = m; 558 lastmap = m;
572 max--; 640 max--;
573 lastdir = dir; 641 lastdir = dir;
574 if (!firstdir) 642 if (!firstdir)
575 firstdir = dir; 643 firstdir = dir;
576 } 644 }
645
577 if (diff <= 1) 646 if (diff <= 1)
578 { 647 {
579 /* Recalculate diff (distance) because we may not have actually 648 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 649 * headed toward player for entire distance.
581 */ 650 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 651 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); 652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 653 }
654
585 if (diff > max) 655 if (diff > max)
586 return 0; 656 return 0;
587 } 657 }
658
588 /* If we reached the max, didn't find a direction in time */ 659 /* If we reached the max, didn't find a direction in time */
589 if (!max) 660 if (!max)
590 return 0; 661 return 0;
591 662
592 return firstdir; 663 return firstdir;
685 /* Need to set up the skill pointers */ 756 /* Need to set up the skill pointers */
686 link_player_skills (pl); 757 link_player_skills (pl);
687} 758}
688 759
689void 760void
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) 761get_party_password (object *op, partylist *party)
774{ 762{
775 if (party == NULL) 763 if (party == NULL)
776 { 764 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 765 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 766 return;
779 } 767 }
768
780 op->contr->write_buf[0] = '\0'; 769 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 770 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 771 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 773}
785
786 774
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 776static int
789roll_stat (void) 777roll_stat (void)
790{ 778{
791 int a[4], i, j, k; 779 int a[4], i, j, k;
792 780
793 for (i = 0; i < 4; i++) 781 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 782 a[i] = (int) rndm (6) + 1;
795 783
796 for (i = 0, j = 0, k = 7; i < 4; i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 785 if (a[i] < k)
798 k = a[i], j = i; 786 k = a[i], j = i;
799 787
800 for (i = 0, k = 0; i < 4; i++) 788 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 789 if (i != j)
803 k += a[i]; 790 k += a[i];
804 } 791
805 return k; 792 return k;
806} 793}
807 794
808void 795void
809roll_stats (object *op) 796object::roll_stats ()
810{ 797{
798 int statsort [NUM_STATS];
799
800 for (;;)
801 {
811 int sum = 0; 802 int sum = 0;
812 int i = 0, j = 0; 803 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 804 sum += statsort [i] = roll_stat ();
814 805
815 do 806 if (sum >= 82 && sum <= 116)
807 break;
816 { 808 }
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);
827 809
828 /* Sort the stats so that rerolling is easier... */ 810 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 811 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;
836 812
837 /* a quick and dirty bubblesort? */ 813 for (int i = 0; i < NUM_STATS; ++i)
838 do 814 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);
853 815
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; 816 stats.exp = 0;
873 op->stats.ac = 0; 817 stats.ac = 0;
874 818
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; 819 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
883 op->contr->orig_stats = op->stats; 829 contr->orig_stats = stats;
830 }
884} 831}
885 832
886void 833void
887Roll_Again (object *op) 834object::swap_stats (int a, int b)
888{ 835{
889 esrv_new_player (op->contr, 0); 836 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}
893 837
894void 838 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 839 stats.stat (i) = contr->orig_stats.stat (i);
840
841 //TODO: the following code looks so borked and should, at the very least,
842 // be merged with the similar code in roll_stats
843 stats.ac = 0;
844
845 level = 1;
846 stats.exp = 0;
847 stats.ac = 0;
848
849 stats.hp = stats.maxhp;
850 stats.sp = stats.maxsp;
851 stats.grace = stats.maxgrace;
852
853 if (contr)
854 {
855 contr->levhp[1] = 9;
856 contr->levsp[1] = 6;
857 contr->levgrace[1] = 3;
858
859 contr->orig_stats = stats;
860 }
861}
862
863static void
864start_info (object *op)
896{ 865{
897 signed char tmp;
898 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
899 867
900 if (op->contr->Swap_First == -1) 868 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); 869 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 870 //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); 871 //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} 872}
1015 873
1016/* This function takes the key that is passed, and does the 874/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
1020 * not the class. 878 * not the class.
1021 */ 879 */
1022 880void
1023int 881player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 882{
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 */ 883 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 885
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 886 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 887 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, ob, 0, 0, 0);
1044 889
1045 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
1047 892
1048 op->contr->state = ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
1049 894
1050 if (op->msg) 895 if (ob->msg)
1051 op->msg = NULL; 896 ob->msg = 0;
1052 897
1053 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1054 * to save here. 899 * to save here.
1055 */ 900 */
901 {
902 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 904 make_path_to_file (buf);
905 }
1058 906
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 907 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 909 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 910 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 911 esrv_send_inventory (ob, ob);
1067 fix_player (op); 912 ob->update_stats ();
1068 913
1069 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1070 * is one for this race 915 * is one for this race
1071 */ 916 */
1072 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1073 { 918 {
1074 object *tmp; 919 object *tmp;
1075 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1076 921
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1078 tmp = object::create (); 923 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1084 * default initial map */ 929 * default initial map */
1085 tmp->destroy (); 930 tmp->destroy ();
1086 } 931 }
1087 else 932 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 934}
1091 return 0;
1092 }
1093 935
936void
937player::chargen_race_next ()
938{
1094 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1096 */ 941 */
1097 942
1098 tmp_loop = 0; 943 do
1099 while (!tmp_loop)
1100 { 944 {
1101 shstr name = op->name; 945 shstr name = ob->name;
1102 int x = op->x, y = op->y; 946 int x = ob->x, y = ob->y;
1103 947
1104 remove_statbonus (op); 948 ob->remove_statbonus ();
1105 op->remove (); 949 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 950 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 951 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 952 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 953 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 954 ob->name = ob->name_pl = name;
1111 op->x = x; 955 ob->x = x;
1112 op->y = y; 956 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 959 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 960 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 961 }
962 while (!allowed_class (ob));
1119 963
1120 update_object (op, UP_OBJ_FACE); 964 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 966 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 967 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 968 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 969 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} 970}
1182 971
1183void 972void
1184flee_player (object *op) 973flee_player (object *op)
1185{ 974{
1215 { 1004 {
1216 op->enemy = NULL; 1005 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1007 return;
1219 } 1008 }
1009
1220 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1221 1011
1222 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1224 { 1014 {
1225 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1226 1016
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1018 return;
1230 }
1231 } 1019 }
1020
1232 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1023 op->enemy = NULL;
1235} 1024}
1236 1025
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1239 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1028 * stop.
1241 */ 1029 */
1242int 1030int
1243check_pick (object *op) 1031check_pick (object *op)
1244{ 1032{
1245 object *tmp, *next; 1033 object *tmp, *next;
1246 int stop = 0; 1034 int stop = 0;
1247 int j, k, wvratio; 1035 int wvratio;
1248 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1249 1037
1250 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1252 return 1; 1040 return 1;
1253 1041
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1112 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 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 } 1117 }
1118
1358 /* philosophy: 1119 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1124 * example.
1364 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1378 * found object is returned.
1618 */ 1379 */
1619object * 1380object *
1620find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1621{ 1382{
1622 object *tmp = NULL; 1383 object *tmp = 0;
1623 1384
1624 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1628 return op; 1389 return op;
1390
1629 return tmp; 1391 return tmp;
1630} 1392}
1631 1393
1632/* 1394/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1635 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1636 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1399 */
1638
1639object * 1400object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1402{
1642 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1709 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1471 * op = the shooter
1711 * type = bow->race 1472 * type = bow->race
1712 * dir = fire direction 1473 * dir = fire direction
1713 */ 1474 */
1714
1715object * 1475object *
1716pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1717{ 1477{
1718 object *tmp = NULL; 1478 object *tmp = NULL;
1719 maptile *m; 1479 maptile *m;
1784 */ 1544 */
1785int 1545int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1547{
1788 object *left, *bow; 1548 object *left, *bow;
1789 int bowspeed, mflags; 1549 int mflags;
1790 maptile *m; 1550 maptile *m;
1791 1551
1792 if (!dir) 1552 if (!dir)
1793 { 1553 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1555 return 0;
1796 } 1556 }
1797 if (op->type == PLAYER) 1557
1798 bow = op->contr->ranges[range_bow]; 1558 if (op->contr)
1559 bow = op->current_weapon;
1799 else 1560 else
1800 { 1561 {
1801 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1803 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1569 if (!bow)
1809 { 1570 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1572 return 0;
1812 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1813 } 1582 }
1583
1814 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1815 { 1585 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1587 return 0;
1818 } 1588 }
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 1589
1828 if (arrow == NULL) 1590 if (arrow == NULL)
1829 { 1591 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1593 {
1832 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1597 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1837 return 0; 1600 return 0;
1838 } 1601 }
1839 } 1602 }
1603
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1605 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1606 return 0;
1844 } 1607
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1608 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1609 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1610 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1611 return 0;
1849 } 1612 }
1855 return 0; 1618 return 0;
1856 } 1619 }
1857 1620
1858 left = arrow; /* these are arrows left to the player */ 1621 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1622 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1623 if (!arrow)
1861 { 1624 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1626 return 0;
1864 } 1627 }
1628
1865 arrow->set_owner (op); 1629 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1631 arrow->direction = dir;
1869 arrow->x = sx; 1632
1870 arrow->y = sy; 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype;
1636
1637 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1662 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0;
1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1670
1872 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1873 { 1672 {
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; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 wc -= dex_bonus[op->stats.Dex];
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1907 } 1680 }
1908 else 1681 else
1909 { 1682 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1683 arrow->level = op->level;
1912 } 1684 arrow->stats.wc -= bow->magic;
1913 1685
1914 if (arrow->attacktype == AT_PHYSICAL) 1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1915 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1690 }
1916 1691
1917 if (bow->slaying != NULL) 1692 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1694
1920 arrow->map = m; 1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1698
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1700 m->insert (arrow, sx, sy, op);
1926 1701
1927 if (!arrow->destroyed ()) 1702 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1703 move_arrow (arrow);
1929 1704
1930 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1950{ 1725{
1951 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1952 1727
1953 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1954 { 1729 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1731 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1733 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1735 wcmod = -1;
1736
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1738 }
1963 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
1964 { 1740 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1746 {
1971 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);
1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1750 }
1976 else 1751 else
1977 { 1752 {
1978 /* Simple case */ 1753 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1755 }
1756
1981 return ret; 1757 return ret;
1982} 1758}
1983
1984 1759
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1987 */ 1762 */
1988void 1763void
1989fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
1990{ 1765{
1991 object *item; 1766 object *item = op->contr->ranged_ob;
1992 1767
1993 if (!op->contr->ranges[range_misc]) 1768 if (!item)
1994 { 1769 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1771 return;
1997 } 1772 }
1998 1773
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1774 if (!item->inv)
2001 { 1775 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1777 return;
2004 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
2005 if (item->type == WAND) 1783 if (item->type == WAND)
2006 { 1784 {
2007 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2008 { 1786 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2011 return; 1790 return;
2012 } 1791 }
2013 } 1792 }
2014 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2015 { 1794 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1796 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2019 if (item->type == ROD) 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1801 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2023 return; 1804 return;
2024 } 1805 }
2025 } 1806 }
2026 1807
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2035 1816
2036 if (item->arch) 1817 if (item->arch)
2037 { 1818 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2040 item->speed = 0; 1821 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1822 }
1823
2043 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1826 }
2046 } 1827 }
2047 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1829 drain_rod_charge (item);
2050 }
2051 } 1830 }
2052} 1831}
2053 1832
2054/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2055 */ 1834 */
2060 1839
2061 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2063 make_visible (op); 1842 make_visible (op);
2064 1843
2065 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2066 { 1847 {
2067 case range_none: 1848 control_golem (op->contr->golem, dir);
2068 return; 1849 return;
1850 }
2069 1851
2070 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
2071 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
2072 return; 1864 break;
2073 1865
2074 case range_magic: /* Casting spells */ 1866 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return; 1868 break;
2077 1869
2078 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
2079 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
2080 return; 1880 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 } 1881 }
2108} 1882}
2109
2110
2111 1883
2112/* find_key 1884/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1885 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL 1886 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1889 * pl is the player,
2118 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
2121 */ 1893 */
2122
2123object * 1894object *
2124find_key (object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
2125{ 1896{
2126 object *tmp, *key; 1897 object *tmp, *key;
2127 1898
2128 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1900 if (!container->inv)
2130 return NULL; 1901 return 0;
2131 1902
2132 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1905 {
2135 if (door->type == DOOR && tmp->type == KEY) 1906 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1907 break;
2137 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
2139 */ 1910 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1912 break;
2142 } 1913 }
1914
2143 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1916 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1917 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1918 * a key, return
2147 */ 1919 */
2148 if (!tmp) 1920 if (!tmp)
2149 { 1921 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1923 {
2152 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1925 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1926 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1927 if ((key = find_key (pl, tmp, door)))
2156 return key; 1928 return key;
2157 } 1929 }
2158 } 1930 }
1931
2159 if (!tmp) 1932 if (!tmp)
2160 return NULL; 1933 return NULL;
2161 } 1934 }
1935
2162 /* We get down here if we have found a key. Now if its in a container, 1936 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1937 * see if we actually want to use it
2164 */ 1938 */
2165 if (pl != container) 1939 if (pl != container)
2166 { 1940 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1961 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)); 1962 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1963 return NULL;
2190 } 1964 }
2191 } 1965 }
1966
2192 return tmp; 1967 return tmp;
2193} 1968}
2194 1969
2195/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1973 * 0 otherwise
2199 */ 1974 */
2200static int 1975static int
2201player_attack_door (object *op, object *door) 1976player_attack_door (object *op, object *door)
2202{ 1977{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1978 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1979 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1980 * otherwise, we fall through to the rest of the code.
2207 */ 1981 */
2208 object *key = find_key (op, op, door); 1982 object *key = find_key (op, op, door);
2211 if (key) 1985 if (key)
2212 { 1986 {
2213 object *container = key->env; 1987 object *container = key->env;
2214 1988
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
2216 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2217 make_visible (op); 1992 make_visible (op);
1993
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1996
2220 if (door->type == DOOR) 1997 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2225 { 2000 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2001 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2227 remove_door2 (door); /* remove door without violence ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
2228 } 2003 }
2004
2229 /* Do this after we print the message */ 2005 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2232 if (container != op) 2008 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2234 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2235 } 2012 }
2236 else if (door->type == LOCKED_DOOR) 2013 else if (door->type == LOCKED_DOOR)
2237 { 2014 {
2238 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2017 return 1;
2241 } 2018 }
2019
2242 return 0; 2020 return 0;
2243} 2021}
2244 2022
2245/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2025 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2026 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2027 * going to try and move (not fire weapons).
2250 */ 2028 */
2251
2252void 2029void
2253move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2254{ 2031{
2255 object *tmp, *mon; 2032 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2033 int on_battleground;
2258 maptile *m; 2034 maptile *m;
2259 2035
2260 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2262 2038
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2039 on_battleground = op_on_battleground (op, 0, 0);
2264 2040
2265 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2273 */ 2049 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2051 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2052 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2053 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2054 m = op->map->xy_find (nx, ny);
2279 if (!m) 2055 if (!m)
2280 return; /* Don't think this should happen */ 2056 return; /* Don't think this should happen */
2281 } 2057 }
2282 else 2058 else
2283 m = op->map; 2059 m = op->map;
2284 2060
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2061 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; 2062 return;
2289 }
2290 2063
2291 mon = NULL; 2064 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2068 * on the space
2296 */ 2069 */
2297 while (tmp != NULL) 2070 while (tmp)
2298 { 2071 {
2299 if (tmp == op) 2072 if (tmp == op)
2300 { 2073 {
2301 tmp = tmp->above; 2074 tmp = tmp->above;
2302 continue; 2075 continue;
2312 mon = tmp; 2085 mon = tmp;
2313 2086
2314 tmp = tmp->above; 2087 tmp = tmp->above;
2315 } 2088 }
2316 2089
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2090 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2091 return; /* into a wall */
2319 2092
2320 if (mon->head != NULL) 2093 if (mon->head)
2321 mon = mon->head; 2094 mon = mon->head;
2322 2095
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2097 if (player_attack_door (op, mon))
2325 return; 2098 return;
2334 2107
2335 /* If the creature is a pet, push it even if the player is not 2108 /* If the creature is a pet, push it even if the player is not
2336 * peaceful. Our assumption is the creature is a pet if the 2109 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2338 */ 2111 */
2339 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2113 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2115 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2117 {
2349 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2119 if (op->contr->braced)
2351 return; 2120 return;
2121
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2125 make_visible (op);
2126
2356 return; 2127 return;
2357 } 2128 }
2358 2129
2359 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2362 * attack them either. 2133 * attack them either.
2363 */ 2134 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 2137 && ((op->contr->peaceful
2367 (op->contr->peaceful 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2139 && !on_battleground))
2369 && mon->contr->
2370 peaceful)) &&
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2140 {
2376 if (!op->contr->braced) 2141 if (!op->contr->braced)
2377 { 2142 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2380 } 2145 }
2381 else 2146 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2148
2385 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2150 make_visible (op);
2387 } 2151 }
2388 2152
2389 /* If the object is a boulder or other rollable object, then 2153 /* 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 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2168 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2171 {
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) 2172 if (!op->contr->has_hit)
2416 { 2173 {
2174 op->contr->has_hit = 1;
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2418
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2176 }
2421 2177
2422 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2423 2179
2424 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2183 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2186 {
2431 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2432 2188
2433 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2436 } 2192 }
2193
2437 if (action_makes_visible (op)) 2194 if (action_makes_visible (op))
2438 make_visible (op); 2195 make_visible (op);
2439 } 2196 }
2440 } /* if player should attack something */ 2197 } /* if player should attack something */
2441} 2198}
2443int 2200int
2444move_player (object *op, int dir) 2201move_player (object *op, int dir)
2445{ 2202{
2446 int pick; 2203 int pick;
2447 2204
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2206 return 0;
2450 2207
2451 /* Sanity check: make sure dir is valid */ 2208 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2209 if ((dir < 0) || (dir >= 9))
2453 { 2210 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2212 return 0;
2456 } 2213 }
2457 2214
2458 /* peterm: added following line */ 2215 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2218
2462 op->facing = dir; 2219 op->facing = dir;
2463 2220
2464 if (op->hide) 2221 if (op->hide)
2465 do_hidden_move (op); 2222 do_hidden_move (op);
2476 2233
2477 /* Add special check for newcs players and fire on - this way, the 2234 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2235 * server can handle repeat firing.
2479 */ 2236 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2238 op->direction = dir;
2483 }
2484 else 2239 else
2485 {
2486 op->direction = 0; 2240 op->direction = 0;
2487 } 2241
2488 /* Update how the player looks. Use the facing, so direction may 2242 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2243 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2244 * for players.
2491 */ 2245 */
2492 animate_object (op, op->facing); 2246 animate_object (op, op->facing);
2501 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2502 */ 2256 */
2503int 2257int
2504handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2505{ 2259{
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)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2261 {
2528 flee_player (op); 2262 flee_player (op);
2263
2529 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2531 { 2266 {
2532 op->speed_left--; 2267 --op->speed_left;
2533 return 0; 2268 return 0;
2534 } 2269 }
2535 } 2270 }
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 2271
2545 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2274 * called, so we recheck it here.
2548 */ 2275 */
2549 op->contr->socket->handle_command (); 2276 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2277 return 1;
2552 2278
2279 if (op->speed_left > 0.f)
2280 {
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2282 {
2555 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2284 --op->speed_left;
2557 2285
2558 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2561 */ 2289 */
2562 move_player (op, op->direction); 2290 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2291
2564 return 1; 2292 return op->speed_left > 0.f;
2565 else 2293 }
2566 return 0;
2567 } 2294 }
2568 2295
2569 return 0; 2296 return 0;
2570} 2297}
2571 2298
2591 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2592 2319
2593 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2594 op->stats.food = 999; 2321 op->stats.food = 999;
2595 2322
2596 fix_player (op); 2323 op->update_stats ();
2597 return 1; 2324 return 1;
2598 } 2325 }
2599 2326
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2336 * from.
2610 */ 2337 */
2611void 2338void
2612remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2613{ 2340{
2614 object *next;
2615
2616 while (op) 2341 while (op)
2617 { 2342 {
2618 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2344
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2346 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2629 } 2351 }
2630 else if (op->inv) 2352 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2632 2354
2633 op = next; 2355 op = next;
2634 } 2356 }
2635} 2357}
2636
2637 2358
2638/* 2359/*
2639 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2397 strcat (buf2, buf);
2677 2398
2678 return buf2; 2399 return buf2;
2679} 2400}
2680
2681
2682 2401
2683void 2402void
2684do_some_living (object *op) 2403do_some_living (object *op)
2685{ 2404{
2686 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2411 int rate_grace = 2000;
2693 const int max_hp = 1; 2412 const int max_hp = 1;
2694 const int max_sp = 1; 2413 const int max_sp = 1;
2695 const int max_grace = 1; 2414 const int max_grace = 1;
2696 2415
2697 if (op->contr->outputs_sync) 2416 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 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2703 2434
2704 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2705 { 2436 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2441 else
2712 { 2442 {
2713 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2445 }
2446
2716 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2449 else
2719 { 2450 {
2720 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2453 }
2454
2723 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2457 else
2726 { 2458 {
2727 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2461 }
2730 2462
2731 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2465 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2735 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2736 { 2468 {
2737 op->stats.sp++; 2469 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2477 op->stats.food = last_food;
2746 } 2478 }
2747 } 2479 }
2480
2748 if (max_sp > 1) 2481 if (max_sp > 1)
2749 { 2482 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2484 if (over_sp > 0)
2752 { 2485 {
2753 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2754 { 2487 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2491 op->stats.sp--;
2492
2758 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2760 } 2495 }
2761 op->last_sp = 0; 2496 op->last_sp = 0;
2762 } 2497 }
2763 else 2498 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2500 }
2768 else 2501 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2503 }
2773 2504
2774 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2777 { 2508 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2780 if (max_grace > 1) 2512 if (max_grace > 1)
2781 { 2513 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2515 if (over_grace > 0)
2784 { 2516 {
2812 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2546 op->stats.food = last_food;
2815 } 2547 }
2816 } 2548 }
2549
2817 if (max_hp > 1) 2550 if (max_hp > 1)
2818 { 2551 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2553 if (over_hp > 0)
2821 { 2554 {
2834 } 2567 }
2835 2568
2836 /* Digestion */ 2569 /* Digestion */
2837 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2838 { 2571 {
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; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2573
2846 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2576 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578
2850 /* dms do not consume food */ 2579 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2580 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2581 op->stats.food--;
2853 } 2582 }
2854 }
2855 2583
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2584 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2585 {
2858 object *tmp, *flesh = NULL; 2586 object *tmp, *flesh = 0;
2859 2587
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2588 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2589 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2591 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2593 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2595 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2596 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2597 break;
2870 } 2598 }
2871 else if (tmp->type == FLESH) 2599 else if (tmp->type == FLESH)
2872 flesh = tmp; 2600 flesh = tmp;
2873 } /* End if paid for object */ 2601 } /* End if paid for object */
2874 } /* end of for loop */ 2602 } /* end of for loop */
2603
2875 /* If player is still starving, it means they don't have any food, so 2604 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2605 * eat flesh instead.
2877 */ 2606 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2608 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2610 manual_apply (op, flesh, 0);
2882 } 2611 }
2883 } /* end if player is starving */ 2612 }
2884 2613
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2614 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2615 op->stats.food++, op->stats.hp--;
2887 2616
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2618 kill_player (op);
2619 }
2890} 2620}
2891
2892
2893 2621
2894/* If the player should die (lack of hp, food, etc), we call this. 2622/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2623 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2624 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2625 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2657
2930 /* restore player */ 2658 /* restore player */
2931 at = archetype::find ("poisoning"); 2659 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2661 {
2935 tmp->destroy (); 2662 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2664 }
2938 2665
2939 at = archetype::find ("confusion"); 2666 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2667 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2668 {
2943 tmp->destroy (); 2669 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2671 }
2946 2672
2948 op->stats.hp = op->stats.maxhp; 2674 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2675 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2676 op->stats.food = 999;
2951 2677
2952 /* create a bodypart-trophy to make the winner happy */ 2678 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2679 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2680 {
2956 sprintf (buf, "%s's finger", &op->name); 2681 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2682 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2686 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2687 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2688 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2689 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2690 }
2967 2691
2968 /* teleport defeated player to new destination */ 2692 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2694 op->contr->braced = 0;
2975 2699
2976 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
2977 2701
2978 if (op->stats.food < 0) 2702 if (op->stats.food < 0)
2979 { 2703 {
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); 2704 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2705 strcpy (op->contr->killer, "starvation");
2989 } 2706 }
2990 else 2707 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); 2708 sprintf (buf, "%s died.", &op->name);
3000 } 2709
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2711
3003 /* save the map location for corpse, gravestone */ 2712 /* save the map location for corpse, gravestone */
3004 x = op->x; 2713 x = op->x;
3005 y = op->y; 2714 y = op->y;
3006 map = op->map; 2715 map = op->map;
3007 2716
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2717 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2718 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2719 * See the config.h file for a little more in depth detail about this.
3014 */ 2720 */
3015 2721
3016 /* Basically two ways to go - remove a stat permanently, or just 2722 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2723 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2724 * of death.
3019 */ 2725 */
3020#ifndef COZY_SERVER 2726#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2727 if (settings.balanced_stat_loss)
3022 { 2728 {
3023 /* If stat loss is permanent, lose one stat only. */ 2729 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2730 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2731 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2732 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2733 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2734 little bit harder. */
3029 /* GD */ 2735 /* GD */
3030 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2737 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2738 else
3036 { 2739 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2740 }
2741 else
3037 num_stats_lose = 1; 2742 num_stats_lose = 1;
3038 } 2743
3039 lost_a_stat = 0; 2744 lost_a_stat = 0;
3040 2745
3041 for (z = 0; z < num_stats_lose; z++) 2746 for (z = 0; z < num_stats_lose; z++)
3042 { 2747 {
3043 i = RANDOM () % NUM_STATS; 2748 i = RANDOM () % NUM_STATS;
3044 2749
3045 if (settings.stat_loss_on_death) 2750 if (settings.stat_loss_on_death)
3046 { 2751 {
3047 /* Pick a random stat and take a point off it. Tell the player 2752 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2753 * what he lost.
3049 */ 2754 */
3050 change_attr_value (&(op->stats), i, -1); 2755 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2756 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2757 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2758 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2759 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2760 lost_a_stat = 1;
2761 }
2762 else
2763 {
2764 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion");
2766 object *dep;
2767
2768 dep = present_arch_in_ob (deparch, op);
2769 if (!dep)
2770 {
2771 dep = arch_to_object (deparch);
2772 insert_ob_in_ob (dep, op);
3056 } 2773 }
3057 else 2774 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss)
3058 { 2776 {
3059 /* deplete a stat */ 2777 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2778 /* Get the stat that we're about to deplete. */
3061 object *dep; 2779 this_stat = get_attr_value (&(dep->stats), i);
3062 2780 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2781 {
3066 dep = arch_to_object (deparch); 2782 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2783 int keep_chance = this_stat * this_stat;
3068 } 2784
3069 lose_this_stat = 1; 2785 /* 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) 2786 if (keep_chance < 1)
2787 keep_chance = 1;
2788
2789 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2791 {
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; 2792 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2793 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2794 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 } 2795 }
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 */ 2796 else
3111 if (this_stat >= -50)
3112 { 2797 {
3113 change_attr_value (&(dep->stats), i, -1); 2798 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; 2799 lose_this_stat = 0;
2800 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2801 this_stat, keep_chance, loss_chance,
2802 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2803 }
3119 } 2804 }
3120 } 2805 }
2806
2807 if (lose_this_stat)
2808 {
2809 this_stat = get_attr_value (&(dep->stats), i);
2810 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a
2814 * difference.
2815 */
2816 if (this_stat >= -50)
2817 {
2818 change_attr_value (&(dep->stats), i, -1);
2819 SET_FLAG (dep, FLAG_APPLIED);
2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2821 op->update_stats ();
2822 lost_a_stat = 1;
2823 }
3121 } 2824 }
2825 }
2826 }
3122 /* If no stat lost, tell the player. */ 2827 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2828 if (!lost_a_stat)
3124 { 2829 {
3125 /* determine_god() seems to not work sometimes... why is this? 2830 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2831 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2832 const char *god = determine_god (op);
3128 2833
3129 if (god && (strcmp (god, "none"))) 2834 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); 2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2836 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2838 }
3134#else 2839#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2841#endif
3137 2842
3138 /* Put a gravestone up where the character 'almost' died. List the 2843 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2844 * exp loss on the stone.
3140 */ 2845 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2846 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2847 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2848 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2849 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2850 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); 2851 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2852 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2853 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2854 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2855
3151 /**************************************/ 2856 /**************************************/
3152 /* */ 2857 /* */
3153 /* Subtract the experience points, */ 2858 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2859 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2860 /* food, and reset HP's... */
3156 /* */ 2861 /* */
3157 /**************************************/ 2862 /**************************************/
3158 2863
3159 /* remove any poisoning and confusion the character may be suffering. */ 2864 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2865 /* restore player */
3161 at = archetype::find ("poisoning"); 2866 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2867 tmp = present_arch_in_ob (at, op);
3163 2868
3164 if (tmp) 2869 if (tmp)
3165 { 2870 {
3166 tmp->destroy (); 2871 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2873 }
3169 2874
3170 at = archetype::find ("confusion"); 2875 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2876 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2877 if (tmp)
3173 { 2878 {
3174 tmp->destroy (); 2879 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2881 }
3177 2882
3178 cure_disease (op, 0); /* remove any disease */ 2883 cure_disease (op, 0); /* remove any disease */
3179 2884
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2885 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2886 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2887 if (op->stats.food < 100)
3183 op->stats.food = 900; 2888 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2892
3188 /* 2893 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2894 * Check to see if the player has any unpaid items. If so, remove them
3190 * the player has any unpaid items. If so, remove them and put them back 2895 * and put them back in the map.
3191 * in the map. 2896 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2897 remove_unpaid_objects (op->inv, op);
3196 2898
3197 /****************************************/ 2899 /****************************************/
3198 /* */ 2900 /* */
3199 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
3201 /* */ 2903 /* */
3202 /****************************************/ 2904 /****************************************/
3203 2905
3204 enter_player_savebed (op); 2906 enter_player_savebed (op);
3205 2907
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2908 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2909
3212 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2913 * on the space that might harm the player.
3216 */ 2914 */
3217 will_kill_again = 0; 2915 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2916 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2917 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2918 will_kill_again |= tmp->attacktype;
3221 2919
3222 if (will_kill_again) 2920 if (will_kill_again)
3223 { 2921 {
3224 object *force; 2922 object *force;
3225 int at; 2923 int at;
3226 2924
3227 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2927 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2932 force->resist[at] = 100;
3235 2933
3236 insert_ob_in_ob (force, op); 2934 insert_ob_in_ob (force, op);
3237 fix_player (op); 2935 op->update_stats ();
3238 2936
3239 } 2937 }
3240 2938
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2939 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} 2940}
3310
3311 2941
3312void 2942void
3313loot_object (object *op) 2943loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2944{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2945 object *tmp, *tmp2, *next;
3316 2946
3317 if (op->container) 2947 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2948
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2949 for (tmp = op->inv; tmp; tmp = next)
3323 { 2950 {
3324 next = tmp->below; 2951 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2952
2953 if (tmp->invisible)
3326 continue; 2954 continue;
2955
3327 tmp->remove (); 2956 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2958
3329 if (tmp->type == CONTAINER) 2959 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2960 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2961
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2963 {
3335 if (tmp->nrof > 1) 2964 if (tmp->nrof > 1)
3336 { 2965 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2967 tmp2->destroy ();
3349/* 2978/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2981 * was changed.
3353 */ 2982 */
3354
3355void 2983void
3356fix_weight (void) 2984fix_weight (void)
3357{ 2985{
3358 player *pl; 2986 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2987 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2989
3364 if (old == sum) 2990 if (old == sum)
3365 continue; 2991 continue;
3366 fix_player (pl->ob); 2992 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 2994 }
3369} 2995}
3370 2996
3371void 2997void
3372fix_luck (void) 2998fix_luck (void)
3373{ 2999{
3374 player *pl; 3000 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3001 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3002 pl->ob->change_luck (0);
3379} 3003}
3380
3381 3004
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3005/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3006 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3007 * just treat this as any other spell casting object.
3385 */ 3008 */
3386
3387void 3009void
3388cast_dust (object *op, object *throw_ob, int dir) 3010cast_dust (object *op, object *throw_ob, int dir)
3389{ 3011{
3390 object *skop, *spob; 3012 object *skop, *spob;
3391 3013
3425 if (op->type == PLAYER) 3047 if (op->type == PLAYER)
3426 { 3048 {
3427 op->contr->tmp_invis = 0; 3049 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3050 op->contr->invis_race = 0;
3429 } 3051 }
3052
3430 update_object (op, UP_OBJ_FACE); 3053 update_object (op, UP_OBJ_CHANGE);
3431} 3054}
3432 3055
3433int 3056int
3434is_true_undead (object *op) 3057is_true_undead (object *op)
3435{ 3058{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3060 return 1;
3440 3061
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; 3062 return 0;
3447} 3063}
3448 3064
3449/* look at the surrounding terrain to determine 3065/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3066 * the hideability of this object. Positive levels
3506 3122
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3124
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3126 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3127 if (!skop || num >= skop->level)
3513 { 3128 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3130 make_visible (op);
3516 return; 3131 return;
3517 } 3132 }
3518 else 3133 else
3519 num += 20; 3134 num += 20;
3520 } 3135
3521 num += op->map->difficulty; 3136 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3138 num -= hide;
3139
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3141 {
3526 make_visible (op); 3142 make_visible (op);
3527 if (op->type == PLAYER) 3143 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3145 }
3530 else if (op->type == PLAYER && skop) 3146 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3148}
3535 3149
3536/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3537 3151
3538int 3152int
3565 if (mflags & P_OUT_OF_MAP) 3179 if (mflags & P_OUT_OF_MAP)
3566 continue; 3180 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3182 continue;
3569 3183
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3185 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3187 return 1;
3574 else if (tmp->type == PLAYER) 3188 else if (tmp->type == PLAYER)
3575 { 3189 {
3605 if (pl->type != PLAYER) 3219 if (pl->type != PLAYER)
3606 { 3220 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3221 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3222 return -1;
3609 } 3223 }
3224
3610 if (!pl || !op) 3225 if (!pl || !op)
3611 return 0; 3226 return 0;
3612 3227
3613 if (op->head)
3614 {
3615 op = op->head; 3228 op = op->head_ ();
3616 } 3229
3617 get_rangevector (pl, op, &rv, 0x1); 3230 get_rangevector (pl, op, &rv, 0x1);
3618 3231
3619 /* starting with the 'head' part, lets loop 3232 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3233 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3234 * part that is in the los array but isnt on
3629 3242
3630 /* only the viewable area the player sees is updated by LOS 3243 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3244 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3245 * for any meaningful values.
3633 */ 3246 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3250 return 1;
3638 op = op->more; 3251 op = op->more;
3639 } 3252 }
3640 return 0; 3253 return 0;
3641} 3254}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3352 int i = 0, j = 0;
3740 3353
3741 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3750 3363
3751 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3752 return; 3365 return;
3753 3366
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3368
3756 if (tr == NULL || tr->item == NULL) 3369 if (!tr || !tr->item)
3757 { 3370 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3372 return;
3760 } 3373 }
3761 3374
3827 { 3440 {
3828 /* forces in the treasurelist can alter the player's stats */ 3441 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3442 object *skin;
3830 3443
3831 /* first get the dragon skin force */ 3444 /* first get the dragon skin force */
3445 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); 3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 ;
3448
3833 if (skin == NULL) 3449 if (!skin)
3834 return; 3450 return;
3835 3451
3836 /* adding new spellpath attunements */ 3452 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3453 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3454 {
3883 * not readied. 3499 * not readied.
3884 */ 3500 */
3885void 3501void
3886player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3887{ 3503{
3888 rangetype i; 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3889 3506
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3507 if (pl->combat_ob == ob)
3891 { 3508 pl->combat_ob = 0;
3509
3892 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3893 { 3511 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

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