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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.143 by root, Fri May 18 21:12:40 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#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 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);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 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);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 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
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 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);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
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 = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy ();
373 }
374}
375
376player::~player ()
377{
378 /* Clear item stack */
379 free (stack_items);
380}
381
321/* Tries to add player on the connection passwd in ns. 382/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 383 * All we can really get in this is some settings like host and display
323 * mode. 384 * mode.
324 */ 385 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 386player *
387player::create ()
388{
389 player *pl = new player;
330 390
331 p = get_player (NULL); 391 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 392
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 393 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 394 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 395 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 396
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 397 set_first_map (pl->ob);
343 398
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 399 return pl;
351} 400}
352 401
353/* 402/*
354 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
364 { 413 {
365 if (at == NULL || at->next == NULL) 414 if (at == NULL || at->next == NULL)
366 at = first_archetype; 415 at = first_archetype;
367 else 416 else
368 at = at->next; 417 at = at->next;
418
369 if (at->clone.type == PLAYER) 419 if (at->clone.type == PLAYER)
370 return at; 420 return at;
421
371 if (at == start) 422 if (at == start)
372 { 423 {
373 LOG (llevError, "No Player archetypes\n"); 424 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 425 exit (-1);
375 } 426 }
376 } 427 }
377} 428}
378 429
379
380object * 430object *
381get_nearest_player (object *mon) 431get_nearest_player (object *mon)
382{ 432{
383 object *op = NULL; 433 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 434 objectlink *ol;
386 unsigned lastdist; 435 unsigned lastdist;
387 rv_vector rv; 436 rv_vector rv;
388 437
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 439 {
391 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 447 object *tmp = ol->ob;
399 448
400 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 450 * itself will have been cleared.
402 */ 451 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
404 ol = ol->next; 454 ol = ol->next;
405 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
406 if (!ol) 456 if (!ol)
407 return op; 457 return op;
408 } 458 }
421 { 471 {
422 op = ol->ob; 472 op = ol->ob;
423 lastdist = rv.distance; 473 lastdist = rv.distance;
424 } 474 }
425 } 475 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 476
427 { 477 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
432 { 480 {
433 op = pl->ob; 481 op = pl->ob;
434 lastdist = rv.distance; 482 lastdist = rv.distance;
435 } 483 }
436 } 484
437 }
438#if 0 485#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 487#endif
441 return op; 488 return op;
442} 489}
460 * circling behaviour. Unfortunately, this function is also used to determined 507 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 508 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 509 * is probably not a good thing.
463 */ 510 */
464#define MAX_SPACES 50 511#define MAX_SPACES 50
465
466 512
467/* 513/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 515 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 516 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 547 x = mon->x;
502 y = mon->y; 548 y = mon->y;
503 m = mon->map; 549 m = mon->map;
504 dir = rv.direction; 550 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553
507 /* If we can't solve it within the search distance, return now. */ 554 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 555 if (diff > max)
509 return 0; 556 return 0;
557
510 while (diff > 1 && max > 0) 558 while (diff > 1 && max > 0)
511 { 559 {
512 lastx = x; 560 lastx = x;
513 lasty = y; 561 lasty = y;
514 lastmap = m; 562 lastmap = m;
596 max--; 644 max--;
597 lastdir = dir; 645 lastdir = dir;
598 if (!firstdir) 646 if (!firstdir)
599 firstdir = dir; 647 firstdir = dir;
600 } 648 }
649
601 if (diff <= 1) 650 if (diff <= 1)
602 { 651 {
603 /* Recalculate diff (distance) because we may not have actually 652 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 653 * headed toward player for entire distance.
605 */ 654 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 657 }
658
609 if (diff > max) 659 if (diff > max)
610 return 0; 660 return 0;
611 } 661 }
662
612 /* If we reached the max, didn't find a direction in time */ 663 /* If we reached the max, didn't find a direction in time */
613 if (!max) 664 if (!max)
614 return 0; 665 return 0;
615 666
616 return firstdir; 667 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 694 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 695 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 696 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 697 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 698 {
648 remove_ob (op); 699 op->destroy ();
649 free_object (op);
650 continue; 700 continue;
651 } 701 }
652 } 702 }
653 703
654 /* This really needs to be better - we should really give 704 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 715 if (tmp->type == op->type && tmp->name == op->name)
666 break; 716 break;
667 717
668 if (tmp) 718 if (tmp)
669 { 719 {
670 remove_ob (op); 720 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 721 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 722 continue;
674 } 723 }
724
675 if (op->nrof > 1) 725 if (op->nrof > 1)
676 op->nrof = 1; 726 op->nrof = 1;
677 } 727 }
678 728
679 if (op->type == SPELLBOOK && op->inv) 729 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 741 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 742 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 743 }
694 if (op->type == SPELL) 744 if (op->type == SPELL)
695 { 745 {
696 remove_ob (op); 746 op->destroy ();
697 free_object (op);
698 continue; 747 continue;
699 } 748 }
700 else if (op->type == SKILL) 749 else if (op->type == SKILL)
701 { 750 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 751 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 760 /* Need to set up the skill pointers */
712 link_player_skills (pl); 761 link_player_skills (pl);
713} 762}
714 763
715void 764void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 765get_party_password (object *op, partylist *party)
800{ 766{
801 if (party == NULL) 767 if (party == NULL)
802 { 768 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 769 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 770 return;
805 } 771 }
772
806 op->contr->write_buf[0] = '\0'; 773 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 774 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 775 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 776 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 777}
811
812 778
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 779/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 780static int
815roll_stat (void) 781roll_stat (void)
816{ 782{
817 int a[4], i, j, k; 783 int a[4], i, j, k;
818 784
819 for (i = 0; i < 4; i++) 785 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 786 a[i] = (int) rndm (6) + 1;
821 787
822 for (i = 0, j = 0, k = 7; i < 4; i++) 788 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 789 if (a[i] < k)
824 k = a[i], j = i; 790 k = a[i], j = i;
825 791
826 for (i = 0, k = 0; i < 4; i++) 792 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 793 if (i != j)
829 k += a[i]; 794 k += a[i];
830 } 795
831 return k; 796 return k;
832} 797}
833 798
834void 799void
835roll_stats (object *op) 800object::roll_stats ()
836{ 801{
802 int statsort [NUM_STATS];
803
804 for (;;)
805 {
837 int sum = 0; 806 int sum = 0;
838 int i = 0, j = 0; 807 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 808 sum += statsort [i] = roll_stat ();
840 809
841 do 810 if (sum >= 82 && sum <= 116)
811 break;
842 { 812 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 813
854 /* Sort the stats so that rerolling is easier... */ 814 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 816
863 /* a quick and dirty bubblesort? */ 817 for (int i = 0; i < NUM_STATS; ++i)
864 do 818 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 819
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 820 stats.exp = 0;
899 op->stats.ac = 0; 821 stats.ac = 0;
900 822
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
909 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
910} 835}
911 836
912void 837void
913Roll_Again (object *op) 838object::swap_stats (int a, int b)
914{ 839{
915 esrv_new_player (op->contr, 0); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 841
920void 842 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 843 stats.stat (i) = contr->orig_stats.stat (i);
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
922{ 869{
923 signed char tmp;
924 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
925 871
926 if (op->contr->Swap_First == -1) 872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 876}
1041 877
1042/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1046 * not the class. 882 * not the class.
1047 */ 883 */
1048 884void
1049int 885player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 886{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 889
890 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl)
892 create_treasure (tl, ob, 0, 0, 0);
893
1068 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1070 896
1071 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1072 898
1073 if (op->msg) 899 if (ob->msg)
1074 op->msg = NULL; 900 ob->msg = 0;
1075 901
1076 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1077 * to save here. 903 * to save here.
1078 */ 904 */
905 {
906 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1081 910
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 911 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 914 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1090 fix_player (op); 916 ob->update_stats ();
1091 917
1092 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1093 * is one for this race 919 * is one for this race
1094 */ 920 */
1095 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1096 { 922 {
1097 object *tmp; 923 object *tmp;
1098 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1099 925
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 927 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1107 * default initial map */ 933 * default initial map */
1108 free_object (tmp); 934 tmp->destroy ();
1109 } 935 }
1110 else 936 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 938}
1114 return 0;
1115 }
1116 939
940void
941player::chargen_race_next ()
942{
1117 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1119 */ 945 */
1120 946
1121 tmp_loop = 0; 947 do
1122 while (!tmp_loop)
1123 { 948 {
1124 shstr name = op->name; 949 shstr name = ob->name;
1125 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1126 951
1127 remove_statbonus (op); 952 ob->remove_statbonus ();
1128 remove_ob (op); 953 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 955 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 956 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1134 op->x = x; 959 ob->x = x;
1135 op->y = y; 960 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 964 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 965 }
966 while (!allowed_class (ob));
1142 967
1143 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 970 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 973 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 974}
1205 975
1206void 976void
1207flee_player (object *op) 977flee_player (object *op)
1208{ 978{
1238 { 1008 {
1239 op->enemy = NULL; 1009 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1011 return;
1242 } 1012 }
1013
1243 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1244 1015
1245 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1247 { 1018 {
1248 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1249 1020
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1022 return;
1253 }
1254 } 1023 }
1024
1255 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1027 op->enemy = NULL;
1258} 1028}
1259 1029
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1032 * stop.
1264 */ 1033 */
1265int 1034int
1266check_pick (object *op) 1035check_pick (object *op)
1267{ 1036{
1268 object *tmp, *next; 1037 object *tmp, *next;
1269 int stop = 0; 1038 int stop = 0;
1270 int j, k, wvratio; 1039 int wvratio;
1271 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1272 1041
1273 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1275 return 1; 1044 return 1;
1276 1045
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1116 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1121 }
1122
1381 /* philosophy: 1123 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1124 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1125 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1128 * example.
1387 * The drawback: right now it has no frontend, so you need to 1129 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1130 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1165 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1166 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1167 if (tmp->type == FOOD)
1426 { 1168 {
1427 pick_up (op, tmp); 1169 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1170 continue;
1431 } 1171 }
1172
1432 if (op->contr->mode & PU_DRINK) 1173 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1175 {
1435 pick_up (op, tmp); 1176 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1177 continue;
1439 } 1178 }
1440 1179
1441 if (op->contr->mode & PU_POTION) 1180 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1181 if (tmp->type == POTION)
1443 { 1182 {
1444 pick_up (op, tmp); 1183 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1184 continue;
1448 } 1185 }
1449 1186
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1187 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1188 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1189 if (tmp->type == SPELLBOOK)
1453 { 1190 {
1454 pick_up (op, tmp); 1191 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1192 continue;
1458 } 1193 }
1194
1459 if (op->contr->mode & PU_SKILLSCROLL) 1195 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1196 if (tmp->type == SKILLSCROLL)
1461 { 1197 {
1462 pick_up (op, tmp); 1198 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1199 continue;
1466 } 1200 }
1201
1467 if (op->contr->mode & PU_READABLES) 1202 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1204 {
1470 pick_up (op, tmp); 1205 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1206 continue;
1474 } 1207 }
1475 1208
1476 /* wands/staves/rods/horns */ 1209 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1212 {
1480 pick_up (op, tmp); 1213 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1214 continue;
1484 } 1215 }
1485 1216
1486 /* pick up all magical items */ 1217 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1218 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1220 {
1490 pick_up (op, tmp); 1221 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1222 continue;
1494 } 1223 }
1495 1224
1496 if (op->contr->mode & PU_VALUABLES) 1225 if (op->contr->mode & PU_VALUABLES)
1497 { 1226 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1227 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1228 {
1500 pick_up (op, tmp); 1229 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1230 continue;
1504 } 1231 }
1505 } 1232 }
1506 1233
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1234 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1235 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1237 {
1511 pick_up (op, tmp); 1238 pick_up (op, tmp);
1239 continue;
1512 if (0) 1240 }
1513 fprintf (stderr, "JEWELS\n"); 1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1514 continue; 1247 continue;
1515 } 1248 }
1516 1249
1517 /* bows and arrows. Bows are good for selling! */ 1250 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1251 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1252 if (tmp->type == BOW)
1520 { 1253 {
1521 pick_up (op, tmp); 1254 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1255 continue;
1525 } 1256 }
1257
1526 if (op->contr->mode & PU_ARROW) 1258 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1259 if (tmp->type == ARROW)
1528 { 1260 {
1529 pick_up (op, tmp); 1261 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1262 continue;
1533 } 1263 }
1534 1264
1535 /* all kinds of armor etc. */ 1265 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1266 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1267 if (tmp->type == ARMOUR)
1538 { 1268 {
1539 pick_up (op, tmp); 1269 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1270 continue;
1543 } 1271 }
1272
1544 if (op->contr->mode & PU_HELMET) 1273 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1274 if (tmp->type == HELMET)
1546 { 1275 {
1547 pick_up (op, tmp); 1276 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1277 continue;
1551 } 1278 }
1279
1552 if (op->contr->mode & PU_SHIELD) 1280 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1281 if (tmp->type == SHIELD)
1554 { 1282 {
1555 pick_up (op, tmp); 1283 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1284 continue;
1559 } 1285 }
1286
1560 if (op->contr->mode & PU_BOOTS) 1287 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1288 if (tmp->type == BOOTS)
1562 { 1289 {
1563 pick_up (op, tmp); 1290 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1291 continue;
1567 } 1292 }
1293
1568 if (op->contr->mode & PU_GLOVES) 1294 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1295 if (tmp->type == GLOVES)
1570 { 1296 {
1571 pick_up (op, tmp); 1297 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1298 continue;
1575 } 1299 }
1300
1576 if (op->contr->mode & PU_CLOAK) 1301 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1302 if (tmp->type == CLOAK)
1578 { 1303 {
1579 pick_up (op, tmp); 1304 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1305 continue;
1583 } 1306 }
1584 1307
1585 /* hoping to catch throwing daggers here */ 1308 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1309 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1311 {
1589 pick_up (op, tmp); 1312 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1313 continue;
1593 } 1314 }
1594 1315
1595 /* careful: chairs and tables are weapons! */ 1316 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1317 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1320 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1323 {
1603 pick_up (op, tmp); 1324 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1325 continue;
1607 } 1326 }
1608 } 1327 }
1328
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1329 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1330 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1612 { 1332 {
1613 pick_up (op, tmp); 1333 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1334 continue;
1617 } 1335 }
1618 } 1336 }
1619 } 1337 }
1620 1338
1621 /* misc stuff that's useful */ 1339 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1340 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1342 {
1625 pick_up (op, tmp); 1343 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1344 continue;
1629 } 1345 }
1630 1346
1631 /* any of the last 4 bits set means we use the ratio for value 1347 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1348 * pickups */
1654 continue; 1370 continue;
1655 } 1371 }
1656 } 1372 }
1657 } /* the new pickup model */ 1373 } /* the new pickup model */
1658 } 1374 }
1375
1659 return !stop; 1376 return !stop;
1660} 1377}
1661 1378
1662/* 1379/*
1663 * Find an arrow in the inventory and after that 1380 * Find an arrow in the inventory and after that
1665 * found object is returned. 1382 * found object is returned.
1666 */ 1383 */
1667object * 1384object *
1668find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1669{ 1386{
1670 object *tmp = NULL; 1387 object *tmp = 0;
1671 1388
1672 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1674 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1676 return op; 1393 return op;
1394
1677 return tmp; 1395 return tmp;
1678} 1396}
1679 1397
1680/* 1398/*
1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1682 * against the target. A full test is not performed, simply a basic test 1400 * against the target. A full test is not performed, simply a basic test
1683 * of resistances. The archer is making a quick guess at what he sees down 1401 * of resistances. The archer is making a quick guess at what he sees down
1684 * the hall. Failing that it does it's best to pick the highest plus arrow. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1685 */ 1403 */
1686
1687object * 1404object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1406{
1690 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1757 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1475 * op = the shooter
1759 * type = bow->race 1476 * type = bow->race
1760 * dir = fire direction 1477 * dir = fire direction
1761 */ 1478 */
1762
1763object * 1479object *
1764pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1765{ 1481{
1766 object *tmp = NULL; 1482 object *tmp = NULL;
1767 maptile *m; 1483 maptile *m;
1832 */ 1548 */
1833int 1549int
1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835{ 1551{
1836 object *left, *bow; 1552 object *left, *bow;
1837 int bowspeed, mflags; 1553 int mflags;
1838 maptile *m; 1554 maptile *m;
1839 1555
1840 if (!dir) 1556 if (!dir)
1841 { 1557 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1559 return 0;
1844 } 1560 }
1845 if (op->type == PLAYER) 1561
1846 bow = op->contr->ranges[range_bow]; 1562 if (op->contr)
1563 bow = op->current_weapon;
1847 else 1564 else
1848 { 1565 {
1849 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1850 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1851 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1856 if (!bow) 1573 if (!bow)
1857 { 1574 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1576 return 0;
1860 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1861 } 1586 }
1587
1862 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1863 { 1589 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1591 return 0;
1866 } 1592 }
1867
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869
1870 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873 if (bowspeed < 1)
1874 bowspeed = 1;
1875 1593
1876 if (arrow == NULL) 1594 if (arrow == NULL)
1877 { 1595 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1597 {
1880 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1882 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1883 else 1601 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1885 return 0; 1604 return 0;
1886 } 1605 }
1887 } 1606 }
1607
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1610 return 0;
1892 } 1611
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1613 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1615 return 0;
1897 } 1616 }
1898 1617
1899 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1619 if (arrow->nrof == 0)
1901 { 1620 {
1902 remove_ob (arrow); 1621 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1622 return 0;
1905 } 1623 }
1906 1624
1907 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1627 if (!arrow)
1910 { 1628 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1630 return 0;
1913 } 1631 }
1914 set_owner (arrow, op); 1632
1633 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1635 arrow->direction = dir;
1918 arrow->x = sx; 1636
1919 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1920 1669
1921 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1922 { 1671 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op);
1925 }
1926
1927 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying);
1933
1934 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper.
1936 */
1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1940 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943
1944 if (arrow->speed < 1.0)
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0;
1948
1949 if (op->type == PLAYER)
1950 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954
1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1956 } 1679 }
1957 else 1680 else
1958 { 1681 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1682 arrow->level = op->level;
1961 } 1683 arrow->stats.wc -= bow->magic;
1962 1684
1963 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1964 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1965 1690
1966 if (bow->slaying != NULL) 1691 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1693
1969 arrow->map = m; 1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1697
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1974 insert_ob_in_map (arrow, m, op, 0); 1699 m->insert (arrow, sx, sy, op);
1975 1700
1976 if (!arrow->destroyed ()) 1701 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1702 move_arrow (arrow);
1978 1703
1979 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
1999{ 1724{
2000 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
2001 1726
2002 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
2003 { 1728 {
2004 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2005 } 1730 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1732 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1734 wcmod = -1;
1735
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1737 }
2012 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
2013 { 1739 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1745 {
2020 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2022 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);
2023
2024 } 1749 }
2025 else 1750 else
2026 { 1751 {
2027 /* Simple case */ 1752 /* Simple case */
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029 } 1754 }
1755
2030 return ret; 1756 return ret;
2031} 1757}
2032
2033 1758
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
2036 */ 1761 */
2037void 1762void
2038fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
2039{ 1764{
2040 object *item; 1765 object *item = op->contr->ranged_ob;
2041 1766
2042 if (!op->contr->ranges[range_misc]) 1767 if (!item)
2043 { 1768 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2045 return; 1770 return;
2046 } 1771 }
2047 1772
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1773 if (!item->inv)
2050 { 1774 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1776 return;
2053 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
2054 if (item->type == WAND) 1782 if (item->type == WAND)
2055 { 1783 {
2056 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2057 { 1785 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2060 return; 1789 return;
2061 } 1790 }
2062 } 1791 }
2063 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2064 { 1793 {
2065 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2066 { 1795 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2068 if (item->type == ROD) 1798 if (item->type == ROD)
2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070 else 1800 else
2071 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2072 return; 1803 return;
2073 } 1804 }
2074 } 1805 }
2075 1806
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2084 1815
2085 if (item->arch) 1816 if (item->arch)
2086 { 1817 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2089 item->speed = 0; 1820 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1821 }
1822
2092 if ((tmp = is_player_inv (item))) 1823 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1825 }
2095 } 1826 }
2096 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1828 drain_rod_charge (item);
2099 }
2100 } 1829 }
2101} 1830}
2102 1831
2103/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2104 */ 1833 */
2105void 1834bool
2106fire (object *op, int dir) 1835fire (object *op, int dir)
2107{ 1836{
2108 int spellcost = 0; 1837 int spellcost = 0;
2109 1838
2110 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2112 make_visible (op); 1841 make_visible (op);
2113 1842
2114 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
2115 { 1849 }
2116 case range_none:
2117 return;
2118 1850
2119 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
2120 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
2121 return; 1868 break;
2122 1869
2123 case range_magic: /* Casting spells */ 1870 case SPELL:
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2125 return; 1872 break;
2126 1873
2127 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
2128 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2129 return; 1884 break;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return;
2157 } 1885 }
2158}
2159 1886
2160 1887 return true;
1888}
2161 1889
2162/* find_key 1890/* find_key
2163 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
2164 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1895 * pl is the player,
2168 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2171 */ 1899 */
2172
2173object * 1900object *
2174find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2175{ 1902{
2176 object *tmp, *key; 1903 object *tmp, *key;
2177 1904
2178 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1906 if (!container->inv)
2180 return NULL; 1907 return 0;
2181 1908
2182 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1911 {
2185 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1913 break;
2187 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2189 */ 1916 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1918 break;
2192 } 1919 }
1920
2193 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2194 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
2195 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
2196 * a key, return 1924 * a key, return
2197 */ 1925 */
2198 if (!tmp) 1926 if (!tmp)
2199 { 1927 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1929 {
2202 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1932 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2206 return key; 1934 return key;
2207 } 1935 }
2208 } 1936 }
1937
2209 if (!tmp) 1938 if (!tmp)
2210 return NULL; 1939 return NULL;
2211 } 1940 }
1941
2212 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
2213 * see if we actually want to use it 1943 * see if we actually want to use it
2214 */ 1944 */
2215 if (pl != container) 1945 if (pl != container)
2216 { 1946 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1969 return NULL;
2240 } 1970 }
2241 } 1971 }
1972
2242 return tmp; 1973 return tmp;
2243} 1974}
2244 1975
2245/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1979 * 0 otherwise
2249 */ 1980 */
2250static int 1981static int
2251player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2252{ 1983{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2257 */ 1987 */
2258 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2259 1989
2260 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
2261 if (key) 1991 if (key)
2262 { 1992 {
2263 object *container = key->env; 1993 object *container = key->env;
2264 1994
2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2266 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2267 make_visible (op); 1998 make_visible (op);
1999
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2270 if (door->type == DOOR) 2003 if (door->type == DOOR)
2271 {
2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2273 }
2274 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2275 { 2006 {
2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2277 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2278 } 2009 }
2010
2279 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2282 if (container != op) 2014 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2284 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2285 } 2018 }
2286 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2287 { 2020 {
2288 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 2023 return 1;
2291 } 2024 }
2025
2292 return 0; 2026 return 0;
2293} 2027}
2294 2028
2295/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2300 */ 2034 */
2301 2035bool
2302void
2303move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2304{ 2037{
2305 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 2038 int on_battleground;
2308 maptile *m;
2309 2039
2310 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2312 2042
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2314 2053
2315 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2319 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2320 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2321 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2322 * move_ob uses. 2061 * move_ob uses.
2323 */ 2062 */
2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2063 maptile *m = op->map->xy_find (nx, ny);
2325 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2328 m = get_map_from_coord (op->map, &nx, &ny);
2329 if (!m)
2330 return; /* Don't think this should happen */
2331 }
2332 else
2333 m = op->map;
2334 2064
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return;
2339 }
2340
2341 mon = NULL;
2342 /* 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
2343 * 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.
2344 * 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
2345 * on the space 2068 * on the space
2346 */ 2069 */
2347 while (tmp != NULL) 2070 object *mon;
2348 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2349 if (tmp == op) 2072 {
2350 { 2073 if ((mon->flag [FLAG_ALIVE]
2351 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2352 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2353 }
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 {
2356 mon = tmp; 2076 && mon != op)
2357 break; 2077 break;
2358 } 2078 }
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp;
2361 tmp = tmp->above;
2362 }
2363 2079
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2081 return false; /* into a wall */
2366 2082
2367 if (mon->head != NULL)
2368 mon = mon->head; 2083 mon = mon->head_ ();
2369 2084
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2371 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2372 return; 2090 return true;
2091 }
2373 2092
2374 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2375 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2376 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2377 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2378 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2379 * and thus will not push them. 2098 * and thus will not push them.
2380 */ 2099 */
2381 2100
2382 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2383 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2385 */ 2104 */
2386 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2387#if COZY_SERVER 2106 && ((mon->owner && mon->owner->contr
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2108 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2110 {
2396 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2112 if (op->contr->braced)
2398 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2400 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2401 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2123 make_visible (op);
2124
2403 return; 2125 return true;
2404 } 2126 }
2127 else
2128 return false;
2129 }
2405 2130
2406 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2408 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2409 * attack them either. 2134 * attack them either.
2410 */ 2135 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2413#ifdef PROHIBIT_PLAYERKILL 2138 && ((op->contr->peaceful
2414 (op->contr->peaceful 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2140 && !on_battleground))
2416 && mon->contr-> 2141 {
2417 peaceful)) && 2142 if (op->speed_left > 0.f)
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2143 {
2144 --op->speed_left;
2145
2423 if (!op->contr->braced) 2146 if (!op->contr->braced)
2424 { 2147 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2427 } 2150 }
2428 else 2151 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2153
2432 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2155 make_visible (op);
2434 }
2435 2156
2157 return true;
2158 }
2159 }
2436 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2437 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2438 */ 2162 */
2439 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2440 { 2166 {
2167 --op->speed_left;
2168
2441 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2442 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2443 make_visible (op); 2171 make_visible (op);
2444 }
2445 2172
2173 return true;
2174 }
2175 }
2446 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2447 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2181 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2184 {
2456 2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2457 /* If the player hasn't hit something this tick, and does
2458 * so, give them speed boost based on weapon speed. Doing
2459 * it here is better than process_players2, which basically
2460 * incurred a 1 tick offset.
2461 */
2462 if (!op->contr->has_hit)
2463 { 2186 {
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2465 2188
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 }
2468
2469 skill_attack (mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2470 2190
2471 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is
2474 * the wiz.
2475 */
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 {
2478 short luck = mon->stats.luck;
2479
2480 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL);
2482 mon->stats.luck = luck;
2483 }
2484 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2485 make_visible (op); 2192 make_visible (op);
2486 }
2487 } /* if player should attack something */
2488}
2489 2193
2490int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2491move_player (object *op, int dir) 2202move_player (object *op, int dir)
2492{ 2203{
2493 int pick; 2204 int pick;
2494 2205
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2207 return 0;
2497 2208
2498 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2500 { 2211 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2213 return 0;
2503 } 2214 }
2504 2215
2505 /* peterm: added following line */ 2216 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2219
2509 op->facing = dir; 2220 op->facing = dir;
2510 2221
2511 if (op->hide) 2222 if (op->hide)
2512 do_hidden_move (op); 2223 do_hidden_move (op);
2513 2224
2225 bool retval;
2226
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ; 2228 retval = RESULT_INT (0);
2516 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2517 fire (op, dir); 2230 retval = fire (op, dir);
2518 else 2231 else
2519 { 2232 {
2520 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2521 pick = check_pick (op); 2234 pick = check_pick (op);
2522 } 2235 }
2523 2236
2524 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2238 * server can handle repeat firing.
2526 */ 2239 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2240 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2241 op->direction = dir;
2530 }
2531 else 2242 else
2532 {
2533 op->direction = 0; 2243 op->direction = 0;
2534 } 2244
2535 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2247 * for players.
2538 */ 2248 */
2539 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2540 return 0; 2250
2251 return retval;
2541} 2252}
2542 2253
2543/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2544 * new client/server stuff. 2255 * new client/server stuff.
2545 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2546 * the new speed values for commands. 2257 * the new speed values for commands.
2547 * 2258 *
2548 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2549 */ 2262 */
2550int 2263bool
2551handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2552{ 2265{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2267 {
2575 flee_player (op); 2268 if (op->speed_left > 0.f)
2576 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 { 2269 {
2579 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2580 return 0; 2273 return true;
2581 } 2274 }
2582 } 2275 else
2583 2276 return false;
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2277 }
2595 2278
2596 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2281 * called, so we recheck it here.
2599 */ 2282 */
2600 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2284 return true;
2603 2285
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2608
2609 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff.
2612 */
2613 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2614 if (op->speed_left > 0) 2288
2615 return 1;
2616 else
2617 return 0;
2618 }
2619 return 0; 2289 return false;
2620} 2290}
2621 2291
2622int 2292int
2623save_life (object *op) 2293save_life (object *op)
2624{ 2294{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2295 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2296 return 0;
2629 2297
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2298 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2300 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303
2635 if (op->contr) 2304 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2305 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2306
2638 free_object (tmp); 2307 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2309
2640 if (op->stats.hp < 0) 2310 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2311 op->stats.hp = op->stats.maxhp;
2312
2642 if (op->stats.food < 0) 2313 if (op->stats.food < 0)
2643 op->stats.food = 999; 2314 op->stats.food = 999;
2644 fix_player (op); 2315
2316 op->update_stats ();
2645 return 1; 2317 return 1;
2646 } 2318 }
2319
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2322 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2323 return 0;
2651} 2324}
2656 * from. 2329 * from.
2657 */ 2330 */
2658void 2331void
2659remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2660{ 2333{
2661 object *next;
2662
2663 while (op) 2334 while (op)
2664 { 2335 {
2665 next = op->below; /* Make sure we have a good value, in case 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2666 * we remove object 'op' 2337
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2339 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2340 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2341 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2342
2343 op->insert_at (env);
2676 } 2344 }
2677 else if (op->inv) 2345 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2346 remove_unpaid_objects (op->inv, env);
2347
2679 op = next; 2348 op = next;
2680 } 2349 }
2681} 2350}
2682
2683 2351
2684/* 2352/*
2685 * Returns pointer a static string containing gravestone text 2353 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2354 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2355 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2366 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2369 else
2702 sprintf (buf, "%s\n", &op->name); 2370 sprintf (buf, "%s\n", &op->name);
2371
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2373 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2375 sprintf (buf, "who was in level %d when killed\n", op->level);
2707 else 2376 else
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2380 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2712 { 2382 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2385 strcat (buf2, buf);
2716 } 2386 }
2387
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2390 strcat (buf2, buf);
2391
2720 return buf2; 2392 return buf2;
2721} 2393}
2722
2723
2724 2394
2725void 2395void
2726do_some_living (object *op) 2396do_some_living (object *op)
2727{ 2397{
2728 int last_food = op->stats.food; 2398 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2404 int rate_grace = 2000;
2735 const int max_hp = 1; 2405 const int max_hp = 1;
2736 const int max_sp = 1; 2406 const int max_sp = 1;
2737 const int max_grace = 1; 2407 const int max_grace = 1;
2738 2408
2739 if (op->contr->outputs_sync) 2409 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2418 }
2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2420 {
2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2426 }
2745 2427
2746 if (op->contr->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2747 { 2429 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2431 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2432 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2433 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2434 else
2754 { 2435 {
2755 gen_hp = op->stats.maxhp; 2436 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2437 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2438 }
2439
2758 if (op->contr->gen_sp >= 0) 2440 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2441 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2442 else
2761 { 2443 {
2762 gen_sp = op->stats.maxsp; 2444 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2445 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2446 }
2447
2765 if (op->contr->gen_grace >= 0) 2448 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2450 else
2768 { 2451 {
2769 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2454 }
2772 2455
2773 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2775 { 2458 {
2776 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2777 if (op->stats.sp < op->stats.maxsp) 2460 if (op->stats.sp < op->stats.maxsp)
2778 { 2461 {
2779 op->stats.sp++; 2462 op->stats.sp++;
2785 op->stats.food += op->contr->digestion; 2468 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food; 2470 op->stats.food = last_food;
2788 } 2471 }
2789 } 2472 }
2473
2790 if (max_sp > 1) 2474 if (max_sp > 1)
2791 { 2475 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2476 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2477 if (over_sp > 0)
2794 { 2478 {
2795 if (op->stats.sp < op->stats.maxsp) 2479 if (op->stats.sp < op->stats.maxsp)
2796 { 2480 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--; 2484 op->stats.sp--;
2485
2800 if (op->stats.sp > op->stats.maxsp) 2486 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2487 op->stats.sp = op->stats.maxsp;
2802 } 2488 }
2803 op->last_sp = 0; 2489 op->last_sp = 0;
2804 } 2490 }
2805 else 2491 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 } 2493 }
2810 else 2494 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 } 2496 }
2815 2497
2816 /* Regenerate Grace */ 2498 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2500 if (--op->last_grace < 0)
2819 { 2501 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2502 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504
2822 if (max_grace > 1) 2505 if (max_grace > 1)
2823 { 2506 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2507 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2508 if (over_grace > 0)
2826 { 2509 {
2854 op->stats.food += op->contr->digestion; 2537 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2539 op->stats.food = last_food;
2857 } 2540 }
2858 } 2541 }
2542
2859 if (max_hp > 1) 2543 if (max_hp > 1)
2860 { 2544 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2546 if (over_hp > 0)
2863 { 2547 {
2876 } 2560 }
2877 2561
2878 /* Digestion */ 2562 /* Digestion */
2879 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2880 { 2564 {
2881#ifdef COZY_SERVER
2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884#else
2885 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886#endif
2887 2566
2888 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2890 else 2569 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571
2892 /* dms do not consume food */ 2572 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2573 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2574 op->stats.food--;
2895 } 2575 }
2896 }
2897 2576
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2578 {
2900 object *tmp, *flesh = NULL; 2579 object *tmp, *flesh = 0;
2901 2580
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2581 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 { 2582 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2907 { 2584 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2586 {
2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909 manual_apply (op, tmp, 0); 2588 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2589 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2590 break;
2912 } 2591 }
2913 else if (tmp->type == FLESH) 2592 else if (tmp->type == FLESH)
2914 flesh = tmp; 2593 flesh = tmp;
2915 } /* End if paid for object */ 2594 } /* End if paid for object */
2916 } /* end of for loop */ 2595 } /* end of for loop */
2596
2917 /* If player is still starving, it means they don't have any food, so 2597 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2598 * eat flesh instead.
2919 */ 2599 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2601 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, flesh, 0); 2603 manual_apply (op, flesh, 0);
2924 } 2604 }
2925 } /* end if player is starving */ 2605 }
2926 2606
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2607 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2608 op->stats.food++, op->stats.hp--;
2929 2609
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2931 kill_player (op); 2611 kill_player (op);
2612 }
2932} 2613}
2933
2934
2935 2614
2936/* If the player should die (lack of hp, food, etc), we call this. 2615/* If the player should die (lack of hp, food, etc), we call this.
2937 * op is the player in jeopardy. If the player can not be saved (not 2616 * op is the player in jeopardy. If the player can not be saved (not
2938 * permadeath, no lifesave), this will take care of removing the player 2617 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2618 * file.
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2648 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2650
2972 /* restore player */ 2651 /* restore player */
2973 at = archetype::find ("poisoning"); 2652 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2654 {
2977 remove_ob (tmp); 2655 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2657 }
2981 2658
2982 at = archetype::find ("confusion"); 2659 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2661 {
2986 remove_ob (tmp); 2662 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2664 }
2990 2665
2991 cure_disease (op, 0); /* remove any disease */ 2666 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2667 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2668 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2669 op->stats.food = 999;
2995 2670
2996 /* create a bodypart-trophy to make the winner happy */ 2671 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2672 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2673 {
3000 sprintf (buf, "%s's finger", &op->name); 2674 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2675 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2676 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n", 2677 " the %s, when he was defeated at\n level %d by %s.\n",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2679 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2680 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2681 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2682 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2683 }
3011 2684
3012 /* teleport defeated player to new destination */ 2685 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2686 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2687 op->contr->braced = 0;
3019 2692
3020 command_kill_pets (op, 0); 2693 command_kill_pets (op, 0);
3021 2694
3022 if (op->stats.food < 0) 2695 if (op->stats.food < 0)
3023 { 2696 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2697 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2698 strcpy (op->contr->killer, "starvation");
3033 } 2699 }
3034 else 2700 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2701 sprintf (buf, "%s died.", &op->name);
3044 } 2702
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2704
3047 /* save the map location for corpse, gravestone */ 2705 /* save the map location for corpse, gravestone */
3048 x = op->x; 2706 x = op->x;
3049 y = op->y; 2707 y = op->y;
3050 map = op->map; 2708 map = op->map;
3051 2709
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2710 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat. 2711 * life if they are dead - it takes some exp and a random stat.
3057 * See the config.h file for a little more in depth detail about this. 2712 * See the config.h file for a little more in depth detail about this.
3058 */ 2713 */
3059 2714
3060 /* Basically two ways to go - remove a stat permanently, or just 2715 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2716 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2717 * of death.
3063 */ 2718 */
3064#ifndef COZY_SERVER 2719#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2720 if (settings.balanced_stat_loss)
3066 { 2721 {
3067 /* If stat loss is permanent, lose one stat only. */ 2722 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer 2723 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */ 2724 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2725 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2726 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2727 little bit harder. */
3073 /* GD */ 2728 /* GD */
3074 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2730 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2731 else
3080 { 2732 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2733 }
2734 else
3081 num_stats_lose = 1; 2735 num_stats_lose = 1;
3082 } 2736
3083 lost_a_stat = 0; 2737 lost_a_stat = 0;
3084 2738
3085 for (z = 0; z < num_stats_lose; z++) 2739 for (z = 0; z < num_stats_lose; z++)
3086 { 2740 {
3087 i = RANDOM () % NUM_STATS; 2741 i = RANDOM () % NUM_STATS;
3088 2742
3089 if (settings.stat_loss_on_death) 2743 if (settings.stat_loss_on_death)
2744 {
2745 /* Pick a random stat and take a point off it. Tell the player
2746 * what he lost.
2747 */
2748 change_attr_value (&(op->stats), i, -1);
2749 check_stat_bounds (&(op->stats));
2750 change_attr_value (&(op->contr->orig_stats), i, -1);
2751 check_stat_bounds (&(op->contr->orig_stats));
2752 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2753 lost_a_stat = 1;
2754 }
2755 else
2756 {
2757 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion");
2759 object *dep;
2760
2761 dep = present_arch_in_ob (deparch, op);
2762 if (!dep)
3090 { 2763 {
3091 /* Pick a random stat and take a point off it. Tell the player 2764 dep = arch_to_object (deparch);
3092 * what he lost. 2765 insert_ob_in_ob (dep, op);
3093 */
3094 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1;
3100 } 2766 }
3101 else 2767 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss)
3102 { 2769 {
3103 /* deplete a stat */ 2770 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2771 /* Get the stat that we're about to deplete. */
3105 object *dep; 2772 this_stat = get_attr_value (&(dep->stats), i);
3106 2773 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2774 {
3110 dep = arch_to_object (deparch); 2775 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2776 int keep_chance = this_stat * this_stat;
3112 } 2777
3113 lose_this_stat = 1; 2778 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 2779 if (keep_chance < 1)
2780 keep_chance = 1;
2781
2782 /* There is a maximum depletion total per level. */
2783 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2784 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2785 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2786 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2787 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2788 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2789 else
3155 if (this_stat >= -50)
3156 { 2790 {
3157 change_attr_value (&(dep->stats), i, -1); 2791 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 2792 lose_this_stat = 0;
2793 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2794 this_stat, keep_chance, loss_chance,
2795 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2796 }
3163 } 2797 }
3164 } 2798 }
2799
2800 if (lose_this_stat)
2801 {
2802 this_stat = get_attr_value (&(dep->stats), i);
2803 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low
2806 * and should be roughly the same, so it shouldn't make a
2807 * difference.
2808 */
2809 if (this_stat >= -50)
2810 {
2811 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats ();
2815 lost_a_stat = 1;
2816 }
3165 } 2817 }
2818 }
2819 }
3166 /* If no stat lost, tell the player. */ 2820 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2821 if (!lost_a_stat)
3168 { 2822 {
3169 /* determine_god() seems to not work sometimes... why is this? 2823 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2824 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2825 const char *god = determine_god (op);
3172 2826
3173 if (god && (strcmp (god, "none"))) 2827 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2829 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2831 }
2832#else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3178#endif 2834#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2835
3181 /* Put a gravestone up where the character 'almost' died. List the 2836 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2837 * exp loss on the stone.
3183 */ 2838 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2839 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2840 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2841 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2842 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2843 tmp->name_pl = buf;
3189 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); 2844 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);
3190 tmp->msg = buf; 2845 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2846 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2847 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2848
3194 /**************************************/ 2849 /**************************************/
3195 /* */ 2850 /* */
3196 /* Subtract the experience points, */ 2851 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2852 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2853 /* food, and reset HP's... */
3199 /* */ 2854 /* */
3200
3201 /**************************************/ 2855 /**************************************/
3202 2856
3203 /* remove any poisoning and confusion the character may be suffering. */ 2857 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2858 /* restore player */
3205 at = archetype::find ("poisoning"); 2859 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
2861
3207 if (tmp) 2862 if (tmp)
3208 { 2863 {
3209 remove_ob (tmp); 2864 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2866 }
3213 2867
3214 at = archetype::find ("confusion"); 2868 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2869 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2870 if (tmp)
3217 { 2871 {
3218 remove_ob (tmp); 2872 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2874 }
2875
3222 cure_disease (op, 0); /* remove any disease */ 2876 cure_disease (op, 0); /* remove any disease */
3223 2877
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2878 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2879 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2880 if (op->stats.food < 100)
3227 op->stats.food = 900; 2881 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2885
3232 /* 2886 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2887 * Check to see if the player has any unpaid items. If so, remove them
3234 * the player has any unpaid items. If so, remove them and put them back 2888 * and put them back in the map.
3235 * in the map. 2889 */
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
3240 2891
3241 /****************************************/ 2892 /****************************************/
3242 /* */ 2893 /* */
3243 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
3245 /* */ 2896 /* */
3246
3247 /****************************************/ 2897 /****************************************/
3248 2898
3249 enter_player_savebed (op); 2899 enter_player_savebed (op);
3250 2900
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2901 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2902
3257 /* it is possible that the player has blown something up 2903 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2904 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2905 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2906 * on the space that might harm the player.
3261 */ 2907 */
3262 will_kill_again = 0; 2908 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2909 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2910 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2911 will_kill_again |= tmp->attacktype;
3267 } 2912
3268 if (will_kill_again) 2913 if (will_kill_again)
3269 { 2914 {
3270 object *force; 2915 object *force;
3271 int at; 2916 int at;
3272 2917
3273 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2920 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2925 force->resist[at] = 100;
3282 } 2926
3283 insert_ob_in_ob (force, op); 2927 insert_ob_in_ob (force, op);
3284 fix_player (op); 2928 op->update_stats ();
3285 2929
3286 } 2930 }
3287 2931
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2933}
3357
3358 2934
3359void 2935void
3360loot_object (object *op) 2936loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
3363 2939
3364 if (op->container) 2940 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2941
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
3370 { 2943 {
3371 next = tmp->below; 2944 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2945
2946 if (tmp->invisible)
3373 continue; 2947 continue;
3374 remove_ob (tmp); 2948
2949 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
3376 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2954
3379 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3381 { 2956 {
3382 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
3383 { 2958 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2960 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2961 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2962 }
3388 else 2963 else
3389 free_object (tmp); 2964 tmp->destroy ();
3390 } 2965 }
3391 else 2966 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2967 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2968 }
3394} 2969}
3396/* 2971/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3398 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3399 * was changed. 2974 * was changed.
3400 */ 2975 */
3401
3402void 2976void
3403fix_weight (void) 2977fix_weight (void)
3404{ 2978{
3405 player *pl; 2979 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2980 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2982
3411 if (old == sum) 2983 if (old == sum)
3412 continue; 2984 continue;
3413 fix_player (pl->ob); 2985 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415 } 2987 }
3416} 2988}
3417 2989
3418void 2990void
3419fix_luck (void) 2991fix_luck (void)
3420{ 2992{
3421 player *pl; 2993 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 2994 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 2995 pl->ob->change_luck (0);
3426} 2996}
3427
3428 2997
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 2998/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 2999 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3000 * just treat this as any other spell casting object.
3432 */ 3001 */
3433
3434void 3002void
3435cast_dust (object *op, object *throw_ob, int dir) 3003cast_dust (object *op, object *throw_ob, int dir)
3436{ 3004{
3437 object *skop, *spob; 3005 object *skop, *spob;
3438 3006
3459 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 3029
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3030 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3031
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3032 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3033}
3468 3034
3469void 3035void
3470make_visible (object *op) 3036make_visible (object *op)
3471{ 3037{
3474 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3475 { 3041 {
3476 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3478 } 3044 }
3045
3479 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3480} 3047}
3481 3048
3482int 3049int
3483is_true_undead (object *op) 3050is_true_undead (object *op)
3484{ 3051{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3053 return 1;
3489 3054
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3055 return 0;
3496} 3056}
3497 3057
3498/* look at the surrounding terrain to determine 3058/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3059 * the hideability of this object. Positive levels
3541/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3542 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3543 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3544 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3545 */ 3105 */
3546
3547void 3106void
3548do_hidden_move (object *op) 3107do_hidden_move (object *op)
3549{ 3108{
3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3551 object *skop; 3110 object *skop;
3555 3114
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3116
3558 /* its *extremely* hard to run and sneak/hide at the same time! */ 3117 /* its *extremely* hard to run and sneak/hide at the same time! */
3559 if (op->type == PLAYER && op->contr->run_on) 3118 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3119 if (!skop || num >= skop->level)
3562 { 3120 {
3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3121 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564 make_visible (op); 3122 make_visible (op);
3565 return; 3123 return;
3566 } 3124 }
3567 else 3125 else
3568 num += 20; 3126 num += 20;
3569 } 3127
3570 num += op->map->difficulty; 3128 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3129 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3130 num -= hide;
3131
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3133 {
3575 make_visible (op); 3134 make_visible (op);
3576 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 } 3137 }
3579 else if (op->type == PLAYER && skop) 3138 else if (op->type == PLAYER && skop)
3580 {
3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 }
3583} 3140}
3584 3141
3585/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3586 3143
3587int 3144int
3614 if (mflags & P_OUT_OF_MAP) 3171 if (mflags & P_OUT_OF_MAP)
3615 continue; 3172 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3173 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3174 continue;
3618 3175
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3176 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3177 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3178 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3179 return 1;
3623 else if (tmp->type == PLAYER) 3180 else if (tmp->type == PLAYER)
3624 { 3181 {
3654 if (pl->type != PLAYER) 3211 if (pl->type != PLAYER)
3655 { 3212 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3213 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3214 return -1;
3658 } 3215 }
3216
3659 if (!pl || !op) 3217 if (!pl || !op)
3660 return 0; 3218 return 0;
3661 3219
3662 if (op->head)
3663 {
3664 op = op->head; 3220 op = op->head_ ();
3665 } 3221
3666 get_rangevector (pl, op, &rv, 0x1); 3222 get_rangevector (pl, op, &rv, 0x1);
3667 3223
3668 /* starting with the 'head' part, lets loop 3224 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3225 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3678 3234
3679 /* only the viewable area the player sees is updated by LOS 3235 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3236 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3237 * for any meaningful values.
3682 */ 3238 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3242 return 1;
3687 op = op->more; 3243 op = op->more;
3688 } 3244 }
3689 return 0; 3245 return 0;
3690} 3246}
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3344 int i = 0, j = 0;
3789 3345
3790 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3799 3355
3800 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3801 return; 3357 return;
3802 3358
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3360
3805 if (tr == NULL || tr->item == NULL) 3361 if (!tr || !tr->item)
3806 { 3362 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3364 return;
3809 } 3365 }
3810 3366
3876 { 3432 {
3877 /* forces in the treasurelist can alter the player's stats */ 3433 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3434 object *skin;
3879 3435
3880 /* first get the dragon skin force */ 3436 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3439 ;
3440
3882 if (skin == NULL) 3441 if (!skin)
3883 return; 3442 return;
3884 3443
3885 /* adding new spellpath attunements */ 3444 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3445 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3446 {
3932 * not readied. 3491 * not readied.
3933 */ 3492 */
3934void 3493void
3935player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3936{ 3495{
3937 rangetype i; 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3938 3498
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3499 if (pl->combat_ob == ob)
3940 { 3500 pl->combat_ob = 0;
3501
3941 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3942 { 3503 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 3504}
3505
3506sint8
3507player::visibility_at (maptile *map, int x, int y) const
3508{
3509 if (!ns)
3510 return 0;
3511
3512 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0;
3515
3516 x += dx - ns->current_x + ns->mapx / 2;
3517 y += dy - ns->current_y + ns->mapy / 2;
3518
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523}

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