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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 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
330}
331
332player::player ()
333{
334 /* There are some elements we want initialised to non zero value -
335 * we deal with that below this point.
336 */
337 outputs_sync = 4;
338 outputs_count = 4;
339 unapply = unapply_nochoice;
340
341 savebed_map = first_map_path; /* Init. respawn position */
342
343 gen_sp_armour = 10;
344 bowtype = bow_normal;
345 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers;
348 peaceful = 1; /* default peaceful */
349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
321/* Tries to add player on the connection passwd in ns. 375/* 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 376 * All we can really get in this is some settings like host and display
323 * mode. 377 * mode.
324 */ 378 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
330 383
331 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 385
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 386 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 387 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 388 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)); 389
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); 390 set_first_map (pl->ob);
343 391
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; 392 return pl;
351} 393}
352 394
353/* 395/*
354 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
364 { 406 {
365 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
366 at = first_archetype; 408 at = first_archetype;
367 else 409 else
368 at = at->next; 410 at = at->next;
411
369 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
370 return at; 413 return at;
414
371 if (at == start) 415 if (at == start)
372 { 416 {
373 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 418 exit (-1);
375 } 419 }
376 } 420 }
377} 421}
378 422
379
380object * 423object *
381get_nearest_player (object *mon) 424get_nearest_player (object *mon)
382{ 425{
383 object *op = NULL; 426 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 427 objectlink *ol;
386 unsigned lastdist; 428 unsigned lastdist;
387 rv_vector rv; 429 rv_vector rv;
388 430
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 432 {
391 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 440 object *tmp = ol->ob;
399 441
400 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 443 * itself will have been cleared.
402 */ 444 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
404 ol = ol->next; 447 ol = ol->next;
405 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
406 if (!ol) 449 if (!ol)
407 return op; 450 return op;
408 } 451 }
421 { 464 {
422 op = ol->ob; 465 op = ol->ob;
423 lastdist = rv.distance; 466 lastdist = rv.distance;
424 } 467 }
425 } 468 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 469
427 { 470 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
432 { 473 {
433 op = pl->ob; 474 op = pl->ob;
434 lastdist = rv.distance; 475 lastdist = rv.distance;
435 } 476 }
436 } 477
437 }
438#if 0 478#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 480#endif
441 return op; 481 return op;
442} 482}
460 * circling behaviour. Unfortunately, this function is also used to determined 500 * 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 501 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 502 * is probably not a good thing.
463 */ 503 */
464#define MAX_SPACES 50 504#define MAX_SPACES 50
465
466 505
467/* 506/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * 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 508 * 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 509 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 540 x = mon->x;
502 y = mon->y; 541 y = mon->y;
503 m = mon->map; 542 m = mon->map;
504 dir = rv.direction; 543 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
507 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 548 if (diff > max)
509 return 0; 549 return 0;
550
510 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
511 { 552 {
512 lastx = x; 553 lastx = x;
513 lasty = y; 554 lasty = y;
514 lastmap = m; 555 lastmap = m;
596 max--; 637 max--;
597 lastdir = dir; 638 lastdir = dir;
598 if (!firstdir) 639 if (!firstdir)
599 firstdir = dir; 640 firstdir = dir;
600 } 641 }
642
601 if (diff <= 1) 643 if (diff <= 1)
602 { 644 {
603 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 646 * headed toward player for entire distance.
605 */ 647 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 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); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 650 }
651
609 if (diff > max) 652 if (diff > max)
610 return 0; 653 return 0;
611 } 654 }
655
612 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
613 if (!max) 657 if (!max)
614 return 0; 658 return 0;
615 659
616 return firstdir; 660 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 691 {
648 remove_ob (op); 692 op->destroy ();
649 free_object (op);
650 continue; 693 continue;
651 } 694 }
652 } 695 }
653 696
654 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
666 break; 709 break;
667 710
668 if (tmp) 711 if (tmp)
669 { 712 {
670 remove_ob (op); 713 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 715 continue;
674 } 716 }
717
675 if (op->nrof > 1) 718 if (op->nrof > 1)
676 op->nrof = 1; 719 op->nrof = 1;
677 } 720 }
678 721
679 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 736 }
694 if (op->type == SPELL) 737 if (op->type == SPELL)
695 { 738 {
696 remove_ob (op); 739 op->destroy ();
697 free_object (op);
698 continue; 740 continue;
699 } 741 }
700 else if (op->type == SKILL) 742 else if (op->type == SKILL)
701 { 743 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
712 link_player_skills (pl); 754 link_player_skills (pl);
713} 755}
714 756
715void 757void
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) 758get_party_password (object *op, partylist *party)
800{ 759{
801 if (party == NULL) 760 if (party == NULL)
802 { 761 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 763 return;
805 } 764 }
765
806 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 770}
811
812 771
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 773static int
815roll_stat (void) 774roll_stat (void)
816{ 775{
817 int a[4], i, j, k; 776 int a[4], i, j, k;
818 777
819 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
821 780
822 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 782 if (a[i] < k)
824 k = a[i], j = i; 783 k = a[i], j = i;
825 784
826 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 786 if (i != j)
829 k += a[i]; 787 k += a[i];
830 } 788
831 return k; 789 return k;
832} 790}
833 791
834void 792void
835roll_stats (object *op) 793object::roll_stats ()
836{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
837 int sum = 0; 799 int sum = 0;
838 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
840 802
841 do 803 if (sum >= 82 && sum <= 116)
804 break;
842 { 805 }
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);
853 806
854 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 808 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;
862 809
863 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
864 do 811 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);
879 812
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; 813 stats.exp = 0;
899 op->stats.ac = 0; 814 stats.ac = 0;
900 815
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; 816 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
909 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
910} 828}
911 829
912void 830void
913Roll_Again (object *op) 831object::swap_stats (int a, int b)
914{ 832{
915 esrv_new_player (op->contr, 0); 833 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}
919 834
920void 835 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
922{ 862{
923 signed char tmp;
924 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
925 864
926 if (op->contr->Swap_First == -1) 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
1041 870
1042/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1046 * not the class. 875 * not the class.
1047 */ 876 */
1048 877void
1049int 878player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 879{
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 */ 880 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1068 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1070 889
1071 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1072 891
1073 if (op->msg) 892 if (ob->msg)
1074 op->msg = NULL; 893 ob->msg = 0;
1075 894
1076 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1077 * to save here. 896 * to save here.
1078 */ 897 */
898 {
899 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1081 903
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 904 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 907 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1090 fix_player (op); 909 ob->update_stats ();
1091 910
1092 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1093 * is one for this race 912 * is one for this race
1094 */ 913 */
1095 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1096 { 915 {
1097 object *tmp; 916 object *tmp;
1098 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1099 918
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1101 tmp = get_object (); 920 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1107 * default initial map */ 926 * default initial map */
1108 free_object (tmp); 927 tmp->destroy ();
1109 } 928 }
1110 else 929 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 931}
1114 return 0;
1115 }
1116 932
933void
934player::chargen_race_next ()
935{
1117 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1119 */ 938 */
1120 939
1121 tmp_loop = 0; 940 do
1122 while (!tmp_loop)
1123 { 941 {
1124 shstr name = op->name; 942 shstr name = ob->name;
1125 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1126 944
1127 remove_statbonus (op); 945 ob->remove_statbonus ();
1128 remove_ob (op); 946 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 948 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 949 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1134 op->x = x; 952 ob->x = x;
1135 op->y = y; 953 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 957 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 958 }
959 while (!allowed_class (ob));
1142 960
1143 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 963 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 966 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} 967}
1205 968
1206void 969void
1207flee_player (object *op) 970flee_player (object *op)
1208{ 971{
1238 { 1001 {
1239 op->enemy = NULL; 1002 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1004 return;
1242 } 1005 }
1006
1243 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1244 1008
1245 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1247 { 1011 {
1248 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1249 1013
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1015 return;
1253 }
1254 } 1016 }
1017
1255 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1020 op->enemy = NULL;
1258} 1021}
1259 1022
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1025 * stop.
1264 */ 1026 */
1265int 1027int
1266check_pick (object *op) 1028check_pick (object *op)
1267{ 1029{
1268 object *tmp, *next; 1030 object *tmp, *next;
1269 int stop = 0; 1031 int stop = 0;
1270 int j, k, wvratio; 1032 int wvratio;
1271 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1272 1034
1273 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1275 return 1; 1037 return 1;
1276 1038
1344 if (tmp->name != NULL) 1106 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1109 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 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 } 1114 }
1115
1381 /* philosophy: 1116 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1121 * example.
1387 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1426 { 1161 {
1427 pick_up (op, tmp); 1162 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1163 continue;
1431 } 1164 }
1165
1432 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1168 {
1435 pick_up (op, tmp); 1169 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1170 continue;
1439 } 1171 }
1440 1172
1441 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1443 { 1175 {
1444 pick_up (op, tmp); 1176 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1177 continue;
1448 } 1178 }
1449 1179
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1453 { 1183 {
1454 pick_up (op, tmp); 1184 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1185 continue;
1458 } 1186 }
1187
1459 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1461 { 1190 {
1462 pick_up (op, tmp); 1191 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1192 continue;
1466 } 1193 }
1194
1467 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1197 {
1470 pick_up (op, tmp); 1198 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1199 continue;
1474 } 1200 }
1475 1201
1476 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1205 {
1480 pick_up (op, tmp); 1206 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1207 continue;
1484 } 1208 }
1485 1209
1486 /* pick up all magical items */ 1210 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1213 {
1490 pick_up (op, tmp); 1214 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1215 continue;
1494 } 1216 }
1495 1217
1496 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1497 { 1219 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1221 {
1500 pick_up (op, tmp); 1222 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1223 continue;
1504 } 1224 }
1505 } 1225 }
1506 1226
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1230 {
1511 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1512 if (0) 1233 }
1513 fprintf (stderr, "JEWELS\n"); 1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1514 continue; 1240 continue;
1515 } 1241 }
1516 1242
1517 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1520 { 1246 {
1521 pick_up (op, tmp); 1247 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1248 continue;
1525 } 1249 }
1250
1526 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1528 { 1253 {
1529 pick_up (op, tmp); 1254 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1255 continue;
1533 } 1256 }
1534 1257
1535 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1538 { 1261 {
1539 pick_up (op, tmp); 1262 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1263 continue;
1543 } 1264 }
1265
1544 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1546 { 1268 {
1547 pick_up (op, tmp); 1269 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1270 continue;
1551 } 1271 }
1272
1552 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1554 { 1275 {
1555 pick_up (op, tmp); 1276 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1277 continue;
1559 } 1278 }
1279
1560 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1562 { 1282 {
1563 pick_up (op, tmp); 1283 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1284 continue;
1567 } 1285 }
1286
1568 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1570 { 1289 {
1571 pick_up (op, tmp); 1290 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1291 continue;
1575 } 1292 }
1293
1576 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1578 { 1296 {
1579 pick_up (op, tmp); 1297 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1298 continue;
1583 } 1299 }
1584 1300
1585 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1304 {
1589 pick_up (op, tmp); 1305 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1306 continue;
1593 } 1307 }
1594 1308
1595 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1597 { 1311 {
1598 if (tmp->type == WEAPON && tmp->name != NULL) 1312 if (tmp->type == WEAPON && tmp->name != NULL)
1599 { 1313 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1602 { 1316 {
1603 pick_up (op, tmp); 1317 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1318 continue;
1607 } 1319 }
1608 } 1320 }
1321
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1323 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1612 { 1325 {
1613 pick_up (op, tmp); 1326 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1327 continue;
1617 } 1328 }
1618 } 1329 }
1619 } 1330 }
1620 1331
1621 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1335 {
1625 pick_up (op, tmp); 1336 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1337 continue;
1629 } 1338 }
1630 1339
1631 /* any of the last 4 bits set means we use the ratio for value 1340 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1341 * pickups */
1645 if (tmp->name != NULL) 1354 if (tmp->name != NULL)
1646 { 1355 {
1647 fprintf (stderr, "%s", tmp->name); 1356 fprintf (stderr, "%s", tmp->name);
1648 } 1357 }
1649 else 1358 else
1650 fprintf (stderr, "%s", tmp->arch->name); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1651 fprintf (stderr, ",%d] = ", tmp->type); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1652 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1653#endif 1362#endif
1654 continue; 1363 continue;
1655 } 1364 }
1656 } 1365 }
1657 } /* the new pickup model */ 1366 } /* the new pickup model */
1658 } 1367 }
1368
1659 return !stop; 1369 return !stop;
1660} 1370}
1661 1371
1662/* 1372/*
1663 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1665 * found object is returned. 1375 * found object is returned.
1666 */ 1376 */
1667object * 1377object *
1668find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1669{ 1379{
1670 object *tmp = NULL; 1380 object *tmp = 0;
1671 1381
1672 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1674 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1676 return op; 1386 return op;
1387
1677 return tmp; 1388 return tmp;
1678} 1389}
1679 1390
1680/* 1391/*
1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1682 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1683 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1684 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1685 */ 1396 */
1686
1687object * 1397object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1399{
1690 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1757 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1468 * op = the shooter
1759 * type = bow->race 1469 * type = bow->race
1760 * dir = fire direction 1470 * dir = fire direction
1761 */ 1471 */
1762
1763object * 1472object *
1764pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1765{ 1474{
1766 object *tmp = NULL; 1475 object *tmp = NULL;
1767 maptile *m; 1476 maptile *m;
1832 */ 1541 */
1833int 1542int
1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835{ 1544{
1836 object *left, *bow; 1545 object *left, *bow;
1837 int bowspeed, mflags; 1546 int mflags;
1838 maptile *m; 1547 maptile *m;
1839 1548
1840 if (!dir) 1549 if (!dir)
1841 { 1550 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1552 return 0;
1844 } 1553 }
1845 if (op->type == PLAYER) 1554
1846 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1847 else 1557 else
1848 { 1558 {
1849 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1850 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1856 if (!bow) 1566 if (!bow)
1857 { 1567 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1569 return 0;
1860 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1861 } 1579 }
1580
1862 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1863 { 1582 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1584 return 0;
1866 } 1585 }
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 1586
1876 if (arrow == NULL) 1587 if (arrow == NULL)
1877 { 1588 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1590 {
1880 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1881 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 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 */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1883 else 1594 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1885 return 0; 1597 return 0;
1886 } 1598 }
1887 } 1599 }
1600
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1603 return 0;
1892 } 1604
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1606 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1608 return 0;
1897 } 1609 }
1898 1610
1899 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1612 if (arrow->nrof == 0)
1901 { 1613 {
1902 remove_ob (arrow); 1614 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1615 return 0;
1905 } 1616 }
1906 1617
1907 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1620 if (!arrow)
1910 { 1621 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1623 return 0;
1913 } 1624 }
1914 set_owner (arrow, op); 1625
1626 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1628 arrow->direction = dir;
1918 arrow->x = sx; 1629
1919 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637#if 0
1638 if (player *pl = op->contr)
1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0;
1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1920 1662
1921 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1922 { 1664 {
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; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1956 } 1672 }
1957 else 1673 else
1958 { 1674 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1675 arrow->level = op->level;
1961 } 1676 arrow->stats.wc -= bow->magic;
1962 1677
1963 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1964 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1965 1683
1966 if (bow->slaying != NULL) 1684 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1686
1969 arrow->map = m; 1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1690
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1974 insert_ob_in_map (arrow, m, op, 0); 1692 m->insert (arrow, sx, sy, op);
1975 1693
1976 if (!arrow->destroyed ()) 1694 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1695 move_arrow (arrow);
1978 1696
1979 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1999{ 1717{
2000 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
2001 1719
2002 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
2003 { 1721 {
2004 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2005 } 1723 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1725 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1727 wcmod = -1;
1728
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1730 }
2012 else if (op->contr->bowtype == bow_threewide) 1731 else if (op->contr->bowtype == bow_threewide)
2013 { 1732 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1738 {
2020 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 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); 1740 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); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2023
2024 } 1742 }
2025 else 1743 else
2026 { 1744 {
2027 /* Simple case */ 1745 /* Simple case */
2028 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);
2029 } 1747 }
1748
2030 return ret; 1749 return ret;
2031} 1750}
2032
2033 1751
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2036 */ 1754 */
2037void 1755void
2038fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2039{ 1757{
2040 object *item; 1758 object *item = op->contr->ranged_ob;
2041 1759
2042 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2043 { 1761 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2045 return; 1763 return;
2046 } 1764 }
2047 1765
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1766 if (!item->inv)
2050 { 1767 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1769 return;
2053 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2054 if (item->type == WAND) 1775 if (item->type == WAND)
2055 { 1776 {
2056 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2057 { 1778 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 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)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2060 return; 1782 return;
2061 } 1783 }
2062 } 1784 }
2063 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2064 { 1786 {
2065 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2066 { 1788 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2068 if (item->type == ROD) 1791 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)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070 else 1793 else
2071 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2072 return; 1796 return;
2073 } 1797 }
2074 } 1798 }
2075 1799
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2084 1808
2085 if (item->arch) 1809 if (item->arch)
2086 { 1810 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2089 item->speed = 0; 1813 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1814 }
1815
2092 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1818 }
2095 } 1819 }
2096 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1821 drain_rod_charge (item);
2099 }
2100 } 1822 }
2101} 1823}
2102 1824
2103/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2104 */ 1826 */
2105void 1827bool
2106fire (object *op, int dir) 1828fire (object *op, int dir)
2107{ 1829{
2108 int spellcost = 0; 1830 int spellcost = 0;
2109 1831
2110 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2112 make_visible (op); 1834 make_visible (op);
2113 1835
2114 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
2115 { 1842 }
2116 case range_none:
2117 return;
2118 1843
2119 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2120 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2121 return; 1861 break;
2122 1862
2123 case range_magic: /* Casting spells */ 1863 case SPELL:
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2125 return; 1865 break;
2126 1866
2127 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2128 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2129 return; 1877 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 } 1878 }
2158}
2159 1879
2160 1880 return true;
1881}
2161 1882
2162/* find_key 1883/* find_key
2163 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
2164 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1888 * pl is the player,
2168 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
2171 */ 1892 */
2172
2173object * 1893object *
2174find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
2175{ 1895{
2176 object *tmp, *key; 1896 object *tmp, *key;
2177 1897
2178 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1899 if (!container->inv)
2180 return NULL; 1900 return 0;
2181 1901
2182 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1904 {
2185 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1906 break;
2187 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
2189 */ 1909 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1911 break;
2192 } 1912 }
1913
2193 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
2194 /* If we find and use a key in an inventory, return at that time. 1915 /* If we find and use a key in an inventory, return at that time.
2195 * otherwise, if we search all the inventories and still don't find 1916 * otherwise, if we search all the inventories and still don't find
2196 * a key, return 1917 * a key, return
2197 */ 1918 */
2198 if (!tmp) 1919 if (!tmp)
2199 { 1920 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1922 {
2202 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1925 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
2206 return key; 1927 return key;
2207 } 1928 }
2208 } 1929 }
1930
2209 if (!tmp) 1931 if (!tmp)
2210 return NULL; 1932 return NULL;
2211 } 1933 }
1934
2212 /* We get down here if we have found a key. Now if its in a container, 1935 /* We get down here if we have found a key. Now if its in a container,
2213 * see if we actually want to use it 1936 * see if we actually want to use it
2214 */ 1937 */
2215 if (pl != container) 1938 if (pl != container)
2216 { 1939 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 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)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1962 return NULL;
2240 } 1963 }
2241 } 1964 }
1965
2242 return tmp; 1966 return tmp;
2243} 1967}
2244 1968
2245/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1972 * 0 otherwise
2249 */ 1973 */
2250static int 1974static int
2251player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
2252{ 1976{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
2257 */ 1980 */
2258 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
2259 1982
2260 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
2261 if (key) 1984 if (key)
2262 { 1985 {
2263 object *container = key->env; 1986 object *container = key->env;
2264 1987
2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
2266 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2267 make_visible (op); 1991 make_visible (op);
1992
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2270 if (door->type == DOOR) 1996 if (door->type == DOOR)
2271 {
2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2273 }
2274 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2275 { 1999 {
2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2277 remove_door2 (door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2278 } 2002 }
2003
2279 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2282 if (container != op) 2007 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2284 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2285 } 2011 }
2286 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2287 { 2013 {
2288 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 2016 return 1;
2291 } 2017 }
2018
2292 return 0; 2019 return 0;
2293} 2020}
2294 2021
2295/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2300 */ 2027 */
2301 2028bool
2302void
2303move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2304{ 2030{
2305 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 2031 int on_battleground;
2308 maptile *m;
2309 2032
2310 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2312 2035
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2314 2046
2315 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2050 * 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 2051 * 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 2052 * 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 2053 * quite a bit of processing. However, it probably is less than what
2322 * move_ob uses. 2054 * move_ob uses.
2323 */ 2055 */
2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 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 2057
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 2058 /* 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. 2059 * 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 2060 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2061 * on the space
2346 */ 2062 */
2347 while (tmp != NULL) 2063 object *mon;
2348 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2349 if (tmp == op) 2065 {
2350 { 2066 if ((mon->flag [FLAG_ALIVE]
2351 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2352 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2353 }
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 {
2356 mon = tmp; 2069 && mon != op)
2357 break; 2070 break;
2358 } 2071 }
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp;
2361 tmp = tmp->above;
2362 }
2363 2072
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2074 return false; /* into a wall */
2366 2075
2367 if (mon->head != NULL)
2368 mon = mon->head; 2076 mon = mon->head_ ();
2369 2077
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2371 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2372 return; 2083 return true;
2084 }
2373 2085
2374 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2375 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2376 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2377 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2378 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2379 * and thus will not push them. 2091 * and thus will not push them.
2380 */ 2092 */
2381 2093
2382 /* If the creature is a pet, push it even if the player is not 2094 /* 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 2095 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2385 */ 2097 */
2386 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2387#if COZY_SERVER 2099 && ((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) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2101 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2103 {
2396 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2105 if (op->contr->braced)
2398 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2400 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2401 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2116 make_visible (op);
2117
2403 return; 2118 return true;
2404 } 2119 }
2120 else
2121 return false;
2122 }
2405 2123
2406 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2408 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2409 * attack them either. 2127 * attack them either.
2410 */ 2128 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2413#ifdef PROHIBIT_PLAYERKILL 2131 && ((op->contr->peaceful
2414 (op->contr->peaceful 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2133 && !on_battleground))
2416 && mon->contr-> 2134 {
2417 peaceful)) && 2135 if (op->speed_left > 0.f)
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2136 {
2137 --op->speed_left;
2138
2423 if (!op->contr->braced) 2139 if (!op->contr->braced)
2424 { 2140 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426 (void) push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2427 } 2143 }
2428 else 2144 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2146
2432 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2148 make_visible (op);
2434 }
2435 2149
2150 return true;
2151 }
2152 }
2436 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2438 */ 2155 */
2439 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2440 { 2159 {
2160 --op->speed_left;
2161
2441 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2442 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2443 make_visible (op); 2164 make_visible (op);
2444 }
2445 2165
2166 return true;
2167 }
2168 }
2446 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2447 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2174 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 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))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2177 {
2456 2178 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 { 2179 {
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2465 2181
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); 2182 skill_attack (mon, op, 0, 0, 0);
2470 2183
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)) 2184 if (action_makes_visible (op))
2485 make_visible (op); 2185 make_visible (op);
2486 }
2487 } /* if player should attack something */
2488}
2489 2186
2490int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2491move_player (object *op, int dir) 2195move_player (object *op, int dir)
2492{ 2196{
2493 int pick; 2197 int pick;
2494 2198
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2200 return 0;
2497 2201
2498 /* Sanity check: make sure dir is valid */ 2202 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2203 if ((dir < 0) || (dir >= 9))
2500 { 2204 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2206 return 0;
2503 } 2207 }
2504 2208
2505 /* peterm: added following line */ 2209 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2212
2509 op->facing = dir; 2213 op->facing = dir;
2510 2214
2511 if (op->hide) 2215 if (op->hide)
2512 do_hidden_move (op); 2216 do_hidden_move (op);
2513 2217
2218 bool retval;
2219
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ; 2221 retval = RESULT_INT (0);
2516 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2517 fire (op, dir); 2223 retval = fire (op, dir);
2518 else 2224 else
2519 { 2225 {
2520 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2521 pick = check_pick (op); 2227 pick = check_pick (op);
2522 } 2228 }
2523 2229
2524 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2231 * server can handle repeat firing.
2526 */ 2232 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2234 op->direction = dir;
2530 }
2531 else 2235 else
2532 {
2533 op->direction = 0; 2236 op->direction = 0;
2534 } 2237
2535 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2240 * for players.
2538 */ 2241 */
2539 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2540 return 0; 2243
2244 return retval;
2541} 2245}
2542 2246
2543/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2544 * new client/server stuff. 2248 * new client/server stuff.
2545 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2546 * the new speed values for commands. 2250 * the new speed values for commands.
2547 * 2251 *
2548 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2549 */ 2255 */
2550int 2256bool
2551handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2552{ 2258{
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)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2260 {
2575 flee_player (op); 2261 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 { 2262 {
2579 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2580 return 0; 2266 return true;
2581 } 2267 }
2582 } 2268 else
2583 2269 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 } 2270 }
2595 2271
2596 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2274 * called, so we recheck it here.
2599 */ 2275 */
2600 HandleClient (&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2277 return true;
2603 2278
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 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); 2280 return move_player (op, op->direction);
2614 if (op->speed_left > 0) 2281
2615 return 1;
2616 else
2617 return 0;
2618 }
2619 return 0; 2282 return false;
2620} 2283}
2621 2284
2622int 2285int
2623save_life (object *op) 2286save_life (object *op)
2624{ 2287{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2289 return 0;
2629 2290
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2293 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2294 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)); 2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296
2635 if (op->contr) 2297 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2298 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2299
2638 free_object (tmp); 2300 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2301 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302
2640 if (op->stats.hp < 0) 2303 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2305
2642 if (op->stats.food < 0) 2306 if (op->stats.food < 0)
2643 op->stats.food = 999; 2307 op->stats.food = 999;
2644 fix_player (op); 2308
2309 op->update_stats ();
2645 return 1; 2310 return 1;
2646 } 2311 }
2312
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2315 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2316 return 0;
2651} 2317}
2656 * from. 2322 * from.
2657 */ 2323 */
2658void 2324void
2659remove_unpaid_objects (object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2660{ 2326{
2661 object *next;
2662
2663 while (op) 2327 while (op)
2664 { 2328 {
2665 next = op->below; /* Make sure we have a good value, in case 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2666 * we remove object 'op' 2330
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2332 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2335
2336 op->insert_at (env);
2676 } 2337 }
2677 else if (op->inv) 2338 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2339 remove_unpaid_objects (op->inv, env);
2340
2679 op = next; 2341 op = next;
2680 } 2342 }
2681} 2343}
2682
2683 2344
2684/* 2345/*
2685 * Returns pointer a static string containing gravestone text 2346 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2347 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2348 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2359 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2362 else
2702 sprintf (buf, "%s\n", &op->name); 2363 sprintf (buf, "%s\n", &op->name);
2364
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2366 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2707 else 2369 else
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2373 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2712 { 2375 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2376 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2377 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2378 strcat (buf2, buf);
2716 } 2379 }
2380
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2383 strcat (buf2, buf);
2384
2720 return buf2; 2385 return buf2;
2721} 2386}
2722
2723
2724 2387
2725void 2388void
2726do_some_living (object *op) 2389do_some_living (object *op)
2727{ 2390{
2728 int last_food = op->stats.food; 2391 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2397 int rate_grace = 2000;
2735 const int max_hp = 1; 2398 const int max_hp = 1;
2736 const int max_sp = 1; 2399 const int max_sp = 1;
2737 const int max_grace = 1; 2400 const int max_grace = 1;
2738 2401
2739 if (op->contr->outputs_sync) 2402 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 } 2403 {
2404 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2411 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2413 {
2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2419 }
2745 2420
2746 if (op->contr->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2747 { 2422 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2424 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2425 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2427 else
2754 { 2428 {
2755 gen_hp = op->stats.maxhp; 2429 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2430 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2431 }
2432
2758 if (op->contr->gen_sp >= 0) 2433 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2434 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2435 else
2761 { 2436 {
2762 gen_sp = op->stats.maxsp; 2437 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2438 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2439 }
2440
2765 if (op->contr->gen_grace >= 0) 2441 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2443 else
2768 { 2444 {
2769 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2447 }
2772 2448
2773 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2775 { 2451 {
2776 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2452 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) 2453 if (op->stats.sp < op->stats.maxsp)
2778 { 2454 {
2779 op->stats.sp++; 2455 op->stats.sp++;
2785 op->stats.food += op->contr->digestion; 2461 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food; 2463 op->stats.food = last_food;
2788 } 2464 }
2789 } 2465 }
2466
2790 if (max_sp > 1) 2467 if (max_sp > 1)
2791 { 2468 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2469 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2470 if (over_sp > 0)
2794 { 2471 {
2795 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2796 { 2473 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--; 2477 op->stats.sp--;
2478
2800 if (op->stats.sp > op->stats.maxsp) 2479 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2480 op->stats.sp = op->stats.maxsp;
2802 } 2481 }
2803 op->last_sp = 0; 2482 op->last_sp = 0;
2804 } 2483 }
2805 else 2484 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 } 2486 }
2810 else 2487 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 } 2489 }
2815 2490
2816 /* Regenerate Grace */ 2491 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2493 if (--op->last_grace < 0)
2819 { 2494 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2495 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2822 if (max_grace > 1) 2498 if (max_grace > 1)
2823 { 2499 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2501 if (over_grace > 0)
2826 { 2502 {
2854 op->stats.food += op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2532 op->stats.food = last_food;
2857 } 2533 }
2858 } 2534 }
2535
2859 if (max_hp > 1) 2536 if (max_hp > 1)
2860 { 2537 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2539 if (over_hp > 0)
2863 { 2540 {
2876 } 2553 }
2877 2554
2878 /* Digestion */ 2555 /* Digestion */
2879 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2880 { 2557 {
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; 2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886#endif
2887 2559
2888 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2890 else 2562 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2892 /* dms do not consume food */ 2565 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2567 op->stats.food--;
2895 } 2568 }
2896 }
2897 2569
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2571 {
2900 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2901 2573
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 { 2575 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2907 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2583 break;
2912 } 2584 }
2913 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2914 flesh = tmp; 2586 flesh = tmp;
2915 } /* End if paid for object */ 2587 } /* End if paid for object */
2916 } /* end of for loop */ 2588 } /* end of for loop */
2589
2917 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2591 * eat flesh instead.
2919 */ 2592 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2594 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2924 } 2597 }
2925 } /* end if player is starving */ 2598 }
2926 2599
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2929 2602
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2931 kill_player (op); 2604 kill_player (op);
2605 }
2932} 2606}
2933
2934
2935 2607
2936/* If the player should die (lack of hp, food, etc), we call this. 2608/* 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 2609 * 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 2610 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2611 * file.
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2641 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..."); 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2643
2972 /* restore player */ 2644 /* restore player */
2973 at = archetype::find ("poisoning"); 2645 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2647 {
2977 remove_ob (tmp); 2648 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2650 }
2981 2651
2982 at = archetype::find ("confusion"); 2652 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2654 {
2986 remove_ob (tmp); 2655 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2657 }
2990 2658
2991 cure_disease (op, 0); /* remove any disease */ 2659 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2661 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2662 op->stats.food = 999;
2995 2663
2996 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2666 {
3000 sprintf (buf, "%s's finger", &op->name); 2667 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2668 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " 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); 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2672 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2673 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2675 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2676 }
3011 2677
3012 /* teleport defeated player to new destination */ 2678 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2680 op->contr->braced = 0;
3019 2685
3020 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
3021 2687
3022 if (op->stats.food < 0) 2688 if (op->stats.food < 0)
3023 { 2689 {
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); 2690 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2691 strcpy (op->contr->killer, "starvation");
3033 } 2692 }
3034 else 2693 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); 2694 sprintf (buf, "%s died.", &op->name);
3044 } 2695
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2697
3047 /* save the map location for corpse, gravestone */ 2698 /* save the map location for corpse, gravestone */
3048 x = op->x; 2699 x = op->x;
3049 y = op->y; 2700 y = op->y;
3050 map = op->map; 2701 map = op->map;
3051 2702
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat. 2704 * 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. 2705 * See the config.h file for a little more in depth detail about this.
3058 */ 2706 */
3059 2707
3060 /* Basically two ways to go - remove a stat permanently, or just 2708 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2709 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2710 * of death.
3063 */ 2711 */
3064#ifndef COZY_SERVER 2712#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2713 if (settings.balanced_stat_loss)
3066 { 2714 {
3067 /* If stat loss is permanent, lose one stat only. */ 2715 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer 2716 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */ 2717 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2718 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2719 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2720 little bit harder. */
3073 /* GD */ 2721 /* GD */
3074 if (settings.stat_loss_on_death) 2722 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2723 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2724 else
3080 { 2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 }
2727 else
3081 num_stats_lose = 1; 2728 num_stats_lose = 1;
3082 } 2729
3083 lost_a_stat = 0; 2730 lost_a_stat = 0;
3084 2731
3085 for (z = 0; z < num_stats_lose; z++) 2732 for (z = 0; z < num_stats_lose; z++)
3086 { 2733 {
3087 i = RANDOM () % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
3088 2735
3089 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
2737 {
2738 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost.
2740 */
2741 change_attr_value (&(op->stats), i, -1);
2742 check_stat_bounds (&(op->stats));
2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2744 check_stat_bounds (&(op->contr->orig_stats));
2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2746 lost_a_stat = 1;
2747 }
2748 else
2749 {
2750 /* deplete a stat */
2751 archetype *deparch = archetype::find ("depletion");
2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
3090 { 2756 {
3091 /* Pick a random stat and take a point off it. Tell the player 2757 dep = arch_to_object (deparch);
3092 * what he lost. 2758 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 } 2759 }
3101 else 2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss)
3102 { 2762 {
3103 /* deplete a stat */ 2763 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2764 /* Get the stat that we're about to deplete. */
3105 object *dep; 2765 this_stat = get_attr_value (&(dep->stats), i);
3106 2766 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2767 {
3110 dep = arch_to_object (deparch); 2768 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2769 int keep_chance = this_stat * this_stat;
3112 } 2770
3113 lose_this_stat = 1; 2771 /* 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) 2772 if (keep_chance < 1)
2773 keep_chance = 1;
2774
2775 /* There is a maximum depletion total per level. */
2776 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2777 {
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; 2778 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2779 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2780 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 } 2781 }
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 */ 2782 else
3155 if (this_stat >= -50)
3156 { 2783 {
3157 change_attr_value (&(dep->stats), i, -1); 2784 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; 2785 lose_this_stat = 0;
2786 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2787 this_stat, keep_chance, loss_chance,
2788 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2789 }
3163 } 2790 }
3164 } 2791 }
2792
2793 if (lose_this_stat)
2794 {
2795 this_stat = get_attr_value (&(dep->stats), i);
2796 /* We could try to do something clever like find another
2797 * stat to reduce if this fails. But chances are, if
2798 * stats have been depleted to -50, all are pretty low
2799 * and should be roughly the same, so it shouldn't make a
2800 * difference.
2801 */
2802 if (this_stat >= -50)
2803 {
2804 change_attr_value (&(dep->stats), i, -1);
2805 SET_FLAG (dep, FLAG_APPLIED);
2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2807 op->update_stats ();
2808 lost_a_stat = 1;
2809 }
3165 } 2810 }
2811 }
2812 }
3166 /* If no stat lost, tell the player. */ 2813 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2814 if (!lost_a_stat)
3168 { 2815 {
3169 /* determine_god() seems to not work sometimes... why is this? 2816 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2817 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2818 const char *god = determine_god (op);
3172 2819
3173 if (god && (strcmp (god, "none"))) 2820 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); 2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2822 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2824 }
2825#else
2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3178#endif 2827#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 2828
3181 /* Put a gravestone up where the character 'almost' died. List the 2829 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2830 * exp loss on the stone.
3183 */ 2831 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2832 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2833 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2834 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2835 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2836 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); 2837 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; 2838 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2839 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2841
3194 /**************************************/ 2842 /**************************************/
3195 /* */ 2843 /* */
3196 /* Subtract the experience points, */ 2844 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2845 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2846 /* food, and reset HP's... */
3199 /* */ 2847 /* */
3200
3201 /**************************************/ 2848 /**************************************/
3202 2849
3203 /* remove any poisoning and confusion the character may be suffering. */ 2850 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2851 /* restore player */
3205 at = archetype::find ("poisoning"); 2852 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2853 tmp = present_arch_in_ob (at, op);
2854
3207 if (tmp) 2855 if (tmp)
3208 { 2856 {
3209 remove_ob (tmp); 2857 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2859 }
3213 2860
3214 at = archetype::find ("confusion"); 2861 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2862 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2863 if (tmp)
3217 { 2864 {
3218 remove_ob (tmp); 2865 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2867 }
2868
3222 cure_disease (op, 0); /* remove any disease */ 2869 cure_disease (op, 0); /* remove any disease */
3223 2870
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2871 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2872 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2873 if (op->stats.food < 100)
3227 op->stats.food = 900; 2874 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2878
3232 /* 2879 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2880 * 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 2881 * and put them back in the map.
3235 * in the map. 2882 */
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
3240 2884
3241 /****************************************/ 2885 /****************************************/
3242 /* */ 2886 /* */
3243 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
3245 /* */ 2889 /* */
3246
3247 /****************************************/ 2890 /****************************************/
3248 2891
3249 enter_player_savebed (op); 2892 enter_player_savebed (op);
3250 2893
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2894 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2895
3257 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2899 * on the space that might harm the player.
3261 */ 2900 */
3262 will_kill_again = 0; 2901 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2902 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2903 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2904 will_kill_again |= tmp->attacktype;
3267 } 2905
3268 if (will_kill_again) 2906 if (will_kill_again)
3269 { 2907 {
3270 object *force; 2908 object *force;
3271 int at; 2909 int at;
3272 2910
3273 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2913 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2918 force->resist[at] = 100;
3282 } 2919
3283 insert_ob_in_ob (force, op); 2920 insert_ob_in_ob (force, op);
3284 fix_player (op); 2921 op->update_stats ();
3285 2922
3286 } 2923 }
3287 2924
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2925 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} 2926}
3357
3358 2927
3359void 2928void
3360loot_object (object *op) 2929loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2930{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2931 object *tmp, *tmp2, *next;
3363 2932
3364 if (op->container) 2933 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2934
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2935 for (tmp = op->inv; tmp; tmp = next)
3370 { 2936 {
3371 next = tmp->below; 2937 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2938
2939 if (tmp->invisible)
3373 continue; 2940 continue;
3374 remove_ob (tmp); 2941
2942 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2944
3376 if (tmp->type == CONTAINER) 2945 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2946 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2947
3379 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3381 { 2949 {
3382 if (tmp->nrof > 1) 2950 if (tmp->nrof > 1)
3383 { 2951 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2953 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2954 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2955 }
3388 else 2956 else
3389 free_object (tmp); 2957 tmp->destroy ();
3390 } 2958 }
3391 else 2959 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2960 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2961 }
3394} 2962}
3396/* 2964/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3398 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
3399 * was changed. 2967 * was changed.
3400 */ 2968 */
3401
3402void 2969void
3403fix_weight (void) 2970fix_weight (void)
3404{ 2971{
3405 player *pl; 2972 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2973 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2975
3411 if (old == sum) 2976 if (old == sum)
3412 continue; 2977 continue;
3413 fix_player (pl->ob); 2978 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415 } 2980 }
3416} 2981}
3417 2982
3418void 2983void
3419fix_luck (void) 2984fix_luck (void)
3420{ 2985{
3421 player *pl; 2986 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 2987 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 2988 pl->ob->change_luck (0);
3426} 2989}
3427
3428 2990
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 2991/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 2992 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 2993 * just treat this as any other spell casting object.
3432 */ 2994 */
3433
3434void 2995void
3435cast_dust (object *op, object *throw_ob, int dir) 2996cast_dust (object *op, object *throw_ob, int dir)
3436{ 2997{
3437 object *skop, *spob; 2998 object *skop, *spob;
3438 2999
3459 if (op->type == PLAYER) 3020 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3021 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 3022
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3023 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3024
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3025 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3026}
3468 3027
3469void 3028void
3470make_visible (object *op) 3029make_visible (object *op)
3471{ 3030{
3474 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3475 { 3034 {
3476 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3478 } 3037 }
3038
3479 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3480} 3040}
3481 3041
3482int 3042int
3483is_true_undead (object *op) 3043is_true_undead (object *op)
3484{ 3044{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3046 return 1;
3489 3047
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; 3048 return 0;
3496} 3049}
3497 3050
3498/* look at the surrounding terrain to determine 3051/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3052 * the hideability of this object. Positive levels
3541/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3542 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3543 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3544 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3545 */ 3098 */
3546
3547void 3099void
3548do_hidden_move (object *op) 3100do_hidden_move (object *op)
3549{ 3101{
3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3551 object *skop; 3103 object *skop;
3555 3107
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3109
3558 /* its *extremely* hard to run and sneak/hide at the same time! */ 3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3559 if (op->type == PLAYER && op->contr->run_on) 3111 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3112 if (!skop || num >= skop->level)
3562 { 3113 {
3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3114 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564 make_visible (op); 3115 make_visible (op);
3565 return; 3116 return;
3566 } 3117 }
3567 else 3118 else
3568 num += 20; 3119 num += 20;
3569 } 3120
3570 num += op->map->difficulty; 3121 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3123 num -= hide;
3124
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3126 {
3575 make_visible (op); 3127 make_visible (op);
3576 if (op->type == PLAYER) 3128 if (op->type == PLAYER)
3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 } 3130 }
3579 else if (op->type == PLAYER && skop) 3131 else if (op->type == PLAYER && skop)
3580 {
3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 }
3583} 3133}
3584 3134
3585/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3586 3136
3587int 3137int
3614 if (mflags & P_OUT_OF_MAP) 3164 if (mflags & P_OUT_OF_MAP)
3615 continue; 3165 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3166 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3167 continue;
3618 3168
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3169 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3170 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3171 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3172 return 1;
3623 else if (tmp->type == PLAYER) 3173 else if (tmp->type == PLAYER)
3624 { 3174 {
3654 if (pl->type != PLAYER) 3204 if (pl->type != PLAYER)
3655 { 3205 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3207 return -1;
3658 } 3208 }
3209
3659 if (!pl || !op) 3210 if (!pl || !op)
3660 return 0; 3211 return 0;
3661 3212
3662 if (op->head)
3663 {
3664 op = op->head; 3213 op = op->head_ ();
3665 } 3214
3666 get_rangevector (pl, op, &rv, 0x1); 3215 get_rangevector (pl, op, &rv, 0x1);
3667 3216
3668 /* starting with the 'head' part, lets loop 3217 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3218 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3219 * part that is in the los array but isnt on
3678 3227
3679 /* only the viewable area the player sees is updated by LOS 3228 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3229 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3230 * for any meaningful values.
3682 */ 3231 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3235 return 1;
3687 op = op->more; 3236 op = op->more;
3688 } 3237 }
3689 return 0; 3238 return 0;
3690} 3239}
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3337 int i = 0, j = 0;
3789 3338
3790 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3799 3348
3800 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3801 return; 3350 return;
3802 3351
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3353
3805 if (tr == NULL || tr->item == NULL) 3354 if (!tr || !tr->item)
3806 { 3355 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3357 return;
3809 } 3358 }
3810 3359
3876 { 3425 {
3877 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3427 object *skin;
3879 3428
3880 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3430 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); 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3432 ;
3433
3882 if (skin == NULL) 3434 if (!skin)
3883 return; 3435 return;
3884 3436
3885 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3439 {
3932 * not readied. 3484 * not readied.
3933 */ 3485 */
3934void 3486void
3935player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3936{ 3488{
3937 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3938 3491
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3940 { 3493 pl->combat_ob = 0;
3494
3941 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3942 { 3496 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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