ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h> 26#include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <sounds.h> 28#include <sounds.h>
38#include <living.h> 29#include <living.h>
39#include <object.h> 30#include <object.h>
40#include <spells.h> 31#include <spells.h>
41#include <skills.h> 32#include <skills.h>
42#include <newclient.h>
43 33
44#ifdef COZY_SERVER 34#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 35#include <functional>
46#endif
47 36
48player * 37playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 38
87void 39void
88display_motd (const object *op) 40display_motd (const object *op)
89{ 41{
90 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
93 int comp; 45 int comp;
94 int size; 46 int size;
95 47
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 50 return;
100 } 51
101 motd[0] = '\0'; 52 motd[0] = '\0';
102 size = 0; 53 size = 0;
54
103 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
104 { 56 {
105 if (*buf == '#') 57 if (*buf == '#')
106 continue; 58 continue;
59
107 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 61 size += strlen (buf);
109 } 62 }
63
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
112} 66}
113 67
114void 68void
120 int comp; 74 int comp;
121 int size; 75 int size;
122 76
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 79 return;
127 } 80
128 rules[0] = '\0'; 81 rules[0] = '\0';
129 size = 0; 82 size = 0;
83
130 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
131 { 85 {
132 if (*buf == '#') 86 if (*buf == '#')
133 continue; 87 continue;
88
134 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
135 { 90 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 92 break;
138 } 93 }
94
139 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 96 size += strlen (buf);
141 } 97 }
98
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
144} 101}
145 102
146void 103void
154 int size; 111 int size;
155 112
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 115 return;
116
159 news[0] = '\0'; 117 news[0] = '\0';
160 subject[0] = '\0'; 118 subject[0] = '\0';
161 size = 0; 119 size = 0;
120
162 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
163 { 122 {
164 if (*buf == '#') 123 if (*buf == '#')
165 continue; 124 continue;
125
166 if (*buf == '%') 126 if (*buf == '%')
167 { /* send one news */ 127 { /* send one news */
168 if (size > 0) 128 if (size > 0)
169 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 */ 129 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 */
130
170 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
171 strip_endline (subject); 132 strip_endline (subject);
172 size = 0; 133 size = 0;
173 news[0] = '\0'; 134 news[0] = '\0';
174 } 135 }
183 size += strlen (buf); 144 size += strlen (buf);
184 } 145 }
185 } 146 }
186 147
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 151}
317 152
318/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
319static void 154static void
320set_first_map (object *op) 155set_first_map (object *op)
321{ 156{
322 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
323 op->x = -1; 158 op->x = -1;
324 op->y = -1; 159 op->y = -1;
325 enter_exit (op, NULL);
326} 160}
327 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 4;
324 outputs_count = 4;
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
328/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
330 * mode. 361 * mode.
331 */ 362 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 363player *
364player::create ()
365{
366 player *pl = new player;
337 367
338 p = get_player (NULL); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 369
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 370 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 371 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 372 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 373
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 374 set_first_map (pl->ob);
350 375
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 376 return pl;
358} 377}
359 378
360/* 379/*
361 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
371 { 390 {
372 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
373 at = first_archetype; 392 at = first_archetype;
374 else 393 else
375 at = at->next; 394 at = at->next;
395
376 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
377 return at; 397 return at;
398
378 if (at == start) 399 if (at == start)
379 { 400 {
380 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 402 exit (-1);
382 } 403 }
383 } 404 }
384} 405}
385 406
386
387object * 407object *
388get_nearest_player (object *mon) 408get_nearest_player (object *mon)
389{ 409{
390 object *op = NULL; 410 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 411 objectlink *ol;
393 unsigned lastdist; 412 unsigned lastdist;
394 rv_vector rv; 413 rv_vector rv;
395 414
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 416 {
398 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 424 object *tmp = ol->ob;
406 425
407 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 427 * itself will have been cleared.
409 */ 428 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
411 ol = ol->next; 431 ol = ol->next;
412 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
413 if (!ol) 433 if (!ol)
414 return op; 434 return op;
415 } 435 }
428 { 448 {
429 op = ol->ob; 449 op = ol->ob;
430 lastdist = rv.distance; 450 lastdist = rv.distance;
431 } 451 }
432 } 452 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 453
434 { 454 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
439 { 457 {
440 op = pl->ob; 458 op = pl->ob;
441 lastdist = rv.distance; 459 lastdist = rv.distance;
442 } 460 }
443 } 461
444 }
445#if 0 462#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 464#endif
448 return op; 465 return op;
449} 466}
467 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 486 * is probably not a good thing.
470 */ 487 */
471#define MAX_SPACES 50 488#define MAX_SPACES 50
472
473 489
474/* 490/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 512path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 513{
498 rv_vector rv; 514 rv_vector rv;
499 sint16 x, y; 515 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 517 maptile *m, *lastmap;
502 518
503 get_rangevector (mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
504 520
505 if (rv.distance < mindiff) 521 if (rv.distance < mindiff)
506 return 0; 522 return 0;
508 x = mon->x; 524 x = mon->x;
509 y = mon->y; 525 y = mon->y;
510 m = mon->map; 526 m = mon->map;
511 dir = rv.direction; 527 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
514 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 532 if (diff > max)
516 return 0; 533 return 0;
534
517 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
518 { 536 {
519 lastx = x; 537 lastx = x;
520 lasty = y; 538 lasty = y;
521 lastmap = m; 539 lastmap = m;
603 max--; 621 max--;
604 lastdir = dir; 622 lastdir = dir;
605 if (!firstdir) 623 if (!firstdir)
606 firstdir = dir; 624 firstdir = dir;
607 } 625 }
626
608 if (diff <= 1) 627 if (diff <= 1)
609 { 628 {
610 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 630 * headed toward player for entire distance.
612 */ 631 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 634 }
635
616 if (diff > max) 636 if (diff > max)
617 return 0; 637 return 0;
618 } 638 }
639
619 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
620 if (!max) 641 if (!max)
621 return 0; 642 return 0;
622 643
623 return firstdir; 644 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 675 {
655 remove_ob (op); 676 op->destroy ();
656 free_object (op);
657 continue; 677 continue;
658 } 678 }
659 } 679 }
660 680
661 /* This really needs to be better - we should really give 681 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 692 if (tmp->type == op->type && tmp->name == op->name)
673 break; 693 break;
674 694
675 if (tmp) 695 if (tmp)
676 { 696 {
677 remove_ob (op); 697 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 699 continue;
681 } 700 }
701
682 if (op->nrof > 1) 702 if (op->nrof > 1)
683 op->nrof = 1; 703 op->nrof = 1;
684 } 704 }
685 705
686 if (op->type == SPELLBOOK && op->inv) 706 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 720 }
701 if (op->type == SPELL) 721 if (op->type == SPELL)
702 { 722 {
703 remove_ob (op); 723 op->destroy ();
704 free_object (op);
705 continue; 724 continue;
706 } 725 }
707 else if (op->type == SKILL) 726 else if (op->type == SKILL)
708 { 727 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
719 link_player_skills (pl); 738 link_player_skills (pl);
720} 739}
721 740
722void 741void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
808{ 743{
809 if (party == NULL) 744 if (party == NULL)
810 { 745 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 747 return;
813 } 748 }
749
814 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 754}
819
820 755
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 757static int
823roll_stat (void) 758roll_stat (void)
824{ 759{
825 int a[4], i, j, k; 760 int a[4], i, j, k;
826 761
827 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
829 764
830 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 766 if (a[i] < k)
832 k = a[i], j = i; 767 k = a[i], j = i;
833 768
834 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 770 if (i != j)
837 k += a[i]; 771 k += a[i];
838 } 772
839 return k; 773 return k;
840} 774}
841 775
842void 776void
843roll_stats (object *op) 777object::roll_stats ()
844{ 778{
845 int sum = 0;
846 int i = 0, j = 0;
847 int statsort[7]; 779 int statsort [7];
848 780
849 do 781 for (;;)
850 {
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 } 782 {
860 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
861 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
862 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 793
871 /* a quick and dirty bubblesort? */
872 do
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887
888 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
889 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
890 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
891 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
892 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
895 801
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 802 stats.exp = 0;
907 op->stats.ac = 0; 803 stats.ac = 0;
908 804
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
917 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
918} 817}
919 818
920void 819void
921Roll_Again (object *op) 820object::swap_stats (int a, int b)
922{ 821{
923 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
926}
927 825
928void 826 stats.Str = contr->orig_stats.Str;
929Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
930{ 858{
931 signed char tmp;
932 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
933 860
934 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 865}
1049 866
1050/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1054 * not the class. 871 * not the class.
1055 */ 872 */
1056 873void
1057int 874player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 875{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1076 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1078 885
1079 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1080 887
1081 if (op->msg) 888 if (ob->msg)
1082 op->msg = NULL; 889 ob->msg = 0;
1083 890
1084 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1085 * to save here. 892 * to save here.
1086 */ 893 */
894 {
895 char buf[MAX_BUF];
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1088 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1089 899
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 900 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op); 903 link_player_skills (ob);
1097 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1098 fix_player (op); 905 ob->update_stats ();
1099 906
1100 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1101 * is one for this race 908 * is one for this race
1102 */ 909 */
1103 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1104 { 911 {
1105 object *tmp; 912 object *tmp;
1106 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1107 914
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1109 tmp = get_object (); 916 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1112 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1115 * default initial map */ 922 * default initial map */
1116 free_object (tmp); 923 tmp->destroy ();
1117 } 924 }
1118 else 925 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 927}
1122 return 0;
1123 }
1124 928
929void
930player::chargen_race_next ()
931{
1125 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1127 */ 934 */
1128 935
1129 tmp_loop = 0; 936 do
1130 while (!tmp_loop)
1131 { 937 {
1132 shstr name = op->name; 938 shstr name = ob->name;
1133 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1134 940
1135 remove_statbonus (op); 941 ob->remove_statbonus ();
1136 remove_ob (op); 942 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 944 ob->arch->clone.copy_to (ob);
1139 op->instantiate (); 945 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1142 op->x = x; 948 ob->x = x;
1143 op->y = y; 949 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 952 assign (ob->contr->title, ob->arch->clone.name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 953 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 954 }
955 while (!allowed_class (ob));
956
1151 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 959 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 962 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 963}
1210 964
1211void 965void
1212flee_player (object *op) 966flee_player (object *op)
1213{ 967{
1243 { 997 {
1244 op->enemy = NULL; 998 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 1000 return;
1247 } 1001 }
1002
1248 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1249 1004
1250 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1252 { 1007 {
1253 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1254 1009
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1011 return;
1258 }
1259 } 1012 }
1013
1260 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1016 op->enemy = NULL;
1263} 1017}
1264 1018
1269 */ 1023 */
1270int 1024int
1271check_pick (object *op) 1025check_pick (object *op)
1272{ 1026{
1273 object *tmp, *next; 1027 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1028 int stop = 0;
1276 int j, k, wvratio; 1029 int wvratio;
1277 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1278
1279 1031
1280 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1282 return 1; 1034 return 1;
1283 1035
1284 op_tag = op->count;
1285
1286 next = op->below; 1036 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1037
1290 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1039 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1293 { 1041 {
1294 tmp = next; 1042 tmp = next;
1295 next = tmp->below; 1043 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1044
1299 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1300 return 0; 1046 return 0;
1301 1047
1302 if (!can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1303 continue; 1049 continue;
1304 1050
1312 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1059 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1060 {
1315 switch (op->contr->mode) 1061 switch (op->contr->mode)
1316 { 1062 {
1317 case 0: 1063 case 0:
1318 return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1319 case 1: 1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1082 pick_up (op, tmp);
1321 return 1; 1083 break;
1084
1322 case 2: 1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1087 pick_up (op, tmp);
1324 return 0; 1088 break;
1325 case 3: 1089
1326 return 0; /* stop before pickup */ 1090 default:
1327 case 4: 1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1094 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1095 }
1350 } 1096 }
1351 else 1097 else
1352 { /* old model */ 1098 { /* old model */
1353 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1106 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1111 }
1112
1394 /* philosophy: 1113 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1118 * example.
1400 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1439 { 1158 {
1440 pick_up (op, tmp); 1159 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1160 continue;
1444 } 1161 }
1162
1445 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1165 {
1448 pick_up (op, tmp); 1166 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1167 continue;
1452 } 1168 }
1453 1169
1454 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1456 { 1172 {
1457 pick_up (op, tmp); 1173 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1174 continue;
1461 } 1175 }
1462 1176
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1466 { 1180 {
1467 pick_up (op, tmp); 1181 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1182 continue;
1471 } 1183 }
1184
1472 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1474 { 1187 {
1475 pick_up (op, tmp); 1188 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1189 continue;
1479 } 1190 }
1191
1480 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1194 {
1483 pick_up (op, tmp); 1195 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1196 continue;
1487 } 1197 }
1488 1198
1489 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1202 {
1493 pick_up (op, tmp); 1203 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1204 continue;
1497 } 1205 }
1498 1206
1499 /* pick up all magical items */ 1207 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1210 {
1503 pick_up (op, tmp); 1211 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1212 continue;
1507 } 1213 }
1508 1214
1509 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1510 { 1216 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1218 {
1513 pick_up (op, tmp); 1219 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1220 continue;
1517 } 1221 }
1518 } 1222 }
1519 1223
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1227 {
1524 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1525 if (0) 1230 }
1526 fprintf (stderr, "JEWELS\n"); 1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1527 continue; 1237 continue;
1528 } 1238 }
1529 1239
1530 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1533 { 1243 {
1534 pick_up (op, tmp); 1244 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1245 continue;
1538 } 1246 }
1247
1539 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1541 { 1250 {
1542 pick_up (op, tmp); 1251 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1252 continue;
1546 } 1253 }
1547 1254
1548 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1551 { 1258 {
1552 pick_up (op, tmp); 1259 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1260 continue;
1556 } 1261 }
1262
1557 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1559 { 1265 {
1560 pick_up (op, tmp); 1266 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1267 continue;
1564 } 1268 }
1269
1565 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1567 { 1272 {
1568 pick_up (op, tmp); 1273 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1274 continue;
1572 } 1275 }
1276
1573 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1575 { 1279 {
1576 pick_up (op, tmp); 1280 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1281 continue;
1580 } 1282 }
1283
1581 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1583 { 1286 {
1584 pick_up (op, tmp); 1287 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1288 continue;
1588 } 1289 }
1290
1589 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1591 { 1293 {
1592 pick_up (op, tmp); 1294 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1295 continue;
1596 } 1296 }
1597 1297
1598 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1301 {
1602 pick_up (op, tmp); 1302 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1303 continue;
1606 } 1304 }
1607 1305
1608 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1612 { 1310 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1313 {
1616 pick_up (op, tmp); 1314 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1315 continue;
1620 } 1316 }
1621 } 1317 }
1318
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1320 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 { 1322 {
1626 pick_up (op, tmp); 1323 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1324 continue;
1630 } 1325 }
1631 } 1326 }
1632 } 1327 }
1633 1328
1634 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1332 {
1638 pick_up (op, tmp); 1333 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1334 continue;
1642 } 1335 }
1643 1336
1644 /* any of the last 4 bits set means we use the ratio for value 1337 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1338 * pickups */
1667 continue; 1360 continue;
1668 } 1361 }
1669 } 1362 }
1670 } /* the new pickup model */ 1363 } /* the new pickup model */
1671 } 1364 }
1365
1672 return !stop; 1366 return !stop;
1673} 1367}
1674 1368
1675/* 1369/*
1676 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1678 * found object is returned. 1372 * found object is returned.
1679 */ 1373 */
1680object * 1374object *
1681find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1682{ 1376{
1683 object *tmp = NULL; 1377 object *tmp = 0;
1684 1378
1685 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1689 return op; 1383 return op;
1384
1690 return tmp; 1385 return tmp;
1691} 1386}
1692 1387
1693/* 1388/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1393 */
1699
1700object * 1394object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1396{
1703 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1775 1469
1776object * 1470object *
1777pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1778{ 1472{
1779 object *tmp = NULL; 1473 object *tmp = NULL;
1780 mapstruct *m; 1474 maptile *m;
1781 int i, mflags, found, number; 1475 int i, mflags, found, number;
1782 sint16 x, y; 1476 sint16 x, y;
1783 1477
1784 if (op->map == NULL) 1478 if (op->map == NULL)
1785 return find_arrow (op, type); 1479 return find_arrow (op, type);
1845 */ 1539 */
1846int 1540int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1542{
1849 object *left, *bow; 1543 object *left, *bow;
1850 tag_t left_tag, tag;
1851 int bowspeed, mflags; 1544 int bowspeed, mflags;
1852 mapstruct *m; 1545 maptile *m;
1853 1546
1854 if (!dir) 1547 if (!dir)
1855 { 1548 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1550 return 0;
1858 } 1551 }
1552
1859 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1860 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1861 else 1555 else
1862 { 1556 {
1863 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1871 { 1565 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1567 return 0;
1874 } 1568 }
1875 } 1569 }
1570
1876 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1877 { 1572 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1574 return 0;
1880 } 1575 }
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883 1578
1884 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1887 if (bowspeed < 1) 1583 if (bowspeed < 1)
1888 bowspeed = 1; 1584 bowspeed = 1;
1889 1585
1890 if (arrow == NULL) 1586 if (arrow == NULL)
1891 { 1587 {
1894 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1593 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1899 return 0; 1596 return 0;
1900 } 1597 }
1901 } 1598 }
1599
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1602 return 0;
1906 } 1603
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1605 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1607 return 0;
1911 } 1608 }
1912 1609
1913 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1611 if (arrow->nrof == 0)
1915 { 1612 {
1916 remove_ob (arrow); 1613 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1614 return 0;
1919 } 1615 }
1920 1616
1921 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1619 if (!arrow)
1925 { 1620 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1622 return 0;
1928 } 1623 }
1929 set_owner (arrow, op); 1624
1625 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1627 arrow->direction = dir;
1933 arrow->x = sx;
1934 arrow->y = sy;
1935 1628
1936 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1937 { 1630 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op); 1632 op->update_stats ();
1940 } 1633 }
1941 1634
1942 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1946 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1947 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1948 1643
1949 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954 1645
1955 /* update the speed */ 1646 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958 1649
1959 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1963 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1964 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1965 { 1656 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1971 } 1662 }
1972 else 1663 else
1973 { 1664 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1665 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic;
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1977 } 1670 }
1978 if (arrow->attacktype == AT_PHYSICAL) 1671
1672 arrow->stats.wc -= arrow->level;
1673
1979 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL)
1981 arrow->slaying = bow->slaying;
1982 1675
1983 arrow->map = m;
1984 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1678
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1680 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1681
1991 if (!was_destroyed (arrow, tag)) 1682 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1683 move_arrow (arrow);
1993 1684
1994 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1995 { 1686 {
1996 if (was_destroyed (left, left_tag)) 1687 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1688 esrv_del_item (op->contr, left->count);
1998 else 1689 else
1999 esrv_send_item (op, left); 1690 esrv_send_item (op, left);
2000 } 1691 }
1692
2001 return 1; 1693 return 1;
2002} 1694}
2003 1695
2004/* Special fire code for players - this takes into 1696/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1697 * account the special fire modes players can have
2019 } 1711 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1713 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1715 wcmod = -1;
1716
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1718 }
2026 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
2027 { 1720 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2098 1791
2099 if (item->arch) 1792 if (item->arch)
2100 { 1793 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2103 item->speed = 0; 1796 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1797 }
1798
2106 if ((tmp = is_player_inv (item))) 1799 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1801 }
2109 } 1802 }
2110 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1804 drain_rod_charge (item);
2113 }
2114 } 1805 }
2115} 1806}
2116 1807
2117/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2118 */ 1809 */
2125 if (action_makes_visible (op)) 1816 if (action_makes_visible (op))
2126 make_visible (op); 1817 make_visible (op);
2127 1818
2128 switch (op->contr->shoottype) 1819 switch (op->contr->shoottype)
2129 { 1820 {
2130 case range_none: 1821 case range_none:
2131 return; 1822 return;
2132 1823
2133 case range_bow: 1824 case range_bow:
2134 player_fire_bow (op, dir); 1825 player_fire_bow (op, dir);
2135 return; 1826 return;
2136 1827
2137 case range_magic: /* Casting spells */ 1828 case range_magic: /* Casting spells */
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2139 return; 1830 return;
2140 1831
2141 case range_misc: 1832 case range_misc:
2142 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2143 return; 1834 return;
2144 1835
2145 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2154 return; 1838 return;
2155 1839
2156 case range_skill: 1840 case range_skill:
2157 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2158 { 1842 {
2159 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
2161 return; 1846 return;
2162 } 1847 }
1848
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return; 1850 return;
2165 case range_builder: 1851 case range_builder:
2166 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2167 return; 1853 return;
2168 default: 1854 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2170 return; 1856 return;
2171 } 1857 }
2172} 1858}
2173
2174
2175 1859
2176/* find_key 1860/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1865 * pl is the player,
2182 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2185 */ 1869 */
2186
2187object * 1870object *
2188find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2189{ 1872{
2190 object *tmp, *key; 1873 object *tmp, *key;
2191 1874
2192 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1876 if (!container->inv)
2194 return NULL; 1877 return 0;
2195 1878
2196 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1881 {
2199 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1883 break;
2201 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2203 */ 1886 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1888 break;
2206 } 1889 }
1890
2207 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1894 * a key, return
2211 */ 1895 */
2212 if (!tmp) 1896 if (!tmp)
2213 { 1897 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1899 {
2216 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1902 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2220 return key; 1904 return key;
2221 } 1905 }
2222 } 1906 }
1907
2223 if (!tmp) 1908 if (!tmp)
2224 return NULL; 1909 return NULL;
2225 } 1910 }
1911
2226 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1913 * see if we actually want to use it
2228 */ 1914 */
2229 if (pl != container) 1915 if (pl != container)
2230 { 1916 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1939 return NULL;
2254 } 1940 }
2255 } 1941 }
1942
2256 return tmp; 1943 return tmp;
2257} 1944}
2258 1945
2259/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1949 * 0 otherwise
2263 */ 1950 */
2264static int 1951static int
2265player_attack_door (object *op, object *door) 1952player_attack_door (object *op, object *door)
2266{ 1953{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1954 /* If its a door, try to find a use a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1955 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
2271 */ 1957 */
2272 object *key = find_key (op, op, door); 1958 object *key = find_key (op, op, door);
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2280 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2281 make_visible (op); 1967 make_visible (op);
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2284 if (door->type == DOOR) 1971 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2289 { 1974 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1977 }
1978
2293 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2296 if (container != op) 1982 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2298 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2299 } 1986 }
2300 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2301 { 1988 {
2302 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 1991 return 1;
2305 } 1992 }
1993
2306 return 0; 1994 return 0;
2307} 1995}
2308 1996
2309/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2314 */ 2002 */
2315
2316void 2003void
2317move_player_attack (object *op, int dir) 2004move_player_attack (object *op, int dir)
2318{ 2005{
2319 object *tmp, *mon; 2006 object *tmp, *mon;
2320 sint16 nx, ny; 2007 sint16 nx, ny;
2321 int on_battleground; 2008 int on_battleground;
2322 mapstruct *m; 2009 maptile *m;
2323 2010
2324 nx = freearr_x[dir] + op->x; 2011 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2012 ny = freearr_y[dir] + op->y;
2326 2013
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2328 2015
2329 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2337 */ 2024 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339 { 2026 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 { 2028 {
2342 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2343 if (!m) 2030 if (!m)
2344 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2345 } 2032 }
2346 else 2033 else
2347 m = op->map; 2034 m = op->map;
2348 2035
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return; 2037 return;
2353 }
2354 2038
2355 mon = NULL; 2039 mon = 0;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2043 * on the space
2360 */ 2044 */
2361 while (tmp != NULL) 2045 while (tmp)
2362 { 2046 {
2363 if (tmp == op) 2047 if (tmp == op)
2364 { 2048 {
2365 tmp = tmp->above; 2049 tmp = tmp->above;
2366 continue; 2050 continue;
2367 } 2051 }
2052
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 { 2054 {
2370 mon = tmp; 2055 mon = tmp;
2371 break; 2056 break;
2372 } 2057 }
2058
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp; 2060 mon = tmp;
2061
2375 tmp = tmp->above; 2062 tmp = tmp->above;
2376 } 2063 }
2377 2064
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2066 return; /* into a wall */
2380 2067
2381 if (mon->head != NULL) 2068 if (mon->head)
2382 mon = mon->head; 2069 mon = mon->head;
2383 2070
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2386 return; 2073 return;
2398 * player owns it and it is either friendly or unagressive. 2085 * player owns it and it is either friendly or unagressive.
2399 */ 2086 */
2400 if ((op->type == PLAYER) 2087 if ((op->type == PLAYER)
2401#if COZY_SERVER 2088#if COZY_SERVER
2402 && 2089 &&
2403 ((get_owner (mon) && get_owner (mon)->contr 2090 ((mon->owner && mon->owner->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2405#else 2092#else
2406 && get_owner (mon) == op 2093 && mon->owner == op
2407#endif 2094#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2096 {
2410 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2098 if (op->contr->braced)
2412 return; 2099 return;
2100
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2104 make_visible (op);
2105
2417 return; 2106 return;
2418 } 2107 }
2419 2108
2420 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2423 * attack them either. 2112 * attack them either.
2424 */ 2113 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2427#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2428 (op->contr->peaceful 2117 (op->contr->peaceful
2429 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2430 && mon->contr-> 2119 && mon->contr->
2431 peaceful)) && 2120 peaceful)) &&
2432#else 2121#else
2433 op->contr->peaceful && 2122 op->contr->peaceful &&
2434#endif 2123#endif
2435 !on_battleground)) 2124 !on_battleground))
2436 { 2125 {
2437 if (!op->contr->braced) 2126 if (!op->contr->braced)
2438 { 2127 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2441 } 2130 }
2442 else 2131 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2133
2446 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2135 make_visible (op);
2448 } 2136 }
2449 2137
2450 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2461 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2153 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2156 {
2470 2157
2471 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2479 2166
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 } 2168 }
2482 2169
2483 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2484 2171
2485 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2488 * the wiz. 2175 * the wiz.
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 { 2178 {
2492 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2493 2180
2494 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2496 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2497 } 2184 }
2185
2498 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2499 make_visible (op); 2187 make_visible (op);
2500 } 2188 }
2501 } /* if player should attack something */ 2189 } /* if player should attack something */
2502} 2190}
2504int 2192int
2505move_player (object *op, int dir) 2193move_player (object *op, int dir)
2506{ 2194{
2507 int pick; 2195 int pick;
2508 2196
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2198 return 0;
2511 2199
2512 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2514 { 2202 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2204 return 0;
2517 } 2205 }
2518 2206
2519 /* peterm: added following line */ 2207 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2210
2523 op->facing = dir; 2211 op->facing = dir;
2524 2212
2525 if (op->hide) 2213 if (op->hide)
2526 do_hidden_move (op); 2214 do_hidden_move (op);
2537 2225
2538 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2227 * server can handle repeat firing.
2540 */ 2228 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2230 op->direction = dir;
2544 }
2545 else 2231 else
2546 {
2547 op->direction = 0; 2232 op->direction = 0;
2548 } 2233
2549 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2236 * for players.
2552 */ 2237 */
2553 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2562 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2563 */ 2248 */
2564int 2249int
2565handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2566{ 2251{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2253 {
2589 flee_player (op); 2254 flee_player (op);
2590 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2592 { 2257 {
2593 op->speed_left--; 2258 op->speed_left--;
2594 return 0; 2259 return 0;
2595 } 2260 }
2596 }
2597
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2261 }
2609 2262
2610 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2265 * called, so we recheck it here.
2613 */ 2266 */
2614 HandleClient (&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2615 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2616 return 0; 2271 {
2617
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 { 2273 {
2620 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--; 2275 op->speed_left--;
2622 2276
2623 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2626 */ 2280 */
2627 move_player (op, op->direction); 2281 move_player (op, op->direction);
2628 if (op->speed_left > 0) 2282
2629 return 1; 2283 return op->speed_left > 0;
2630 else 2284 }
2631 return 0;
2632 } 2285 }
2286
2633 return 0; 2287 return 0;
2634} 2288}
2635 2289
2636int 2290int
2637save_life (object *op) 2291save_life (object *op)
2638{ 2292{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2294 return 0;
2643 2295
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2298 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301
2649 if (op->contr) 2302 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2303 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2304
2652 free_object (tmp); 2305 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2306 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307
2654 if (op->stats.hp < 0) 2308 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2310
2656 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2657 op->stats.food = 999; 2312 op->stats.food = 999;
2658 fix_player (op); 2313
2314 op->update_stats ();
2659 return 1; 2315 return 1;
2660 } 2316 }
2317
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2321 return 0;
2665} 2322}
2670 * from. 2327 * from.
2671 */ 2328 */
2672void 2329void
2673remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2674{ 2331{
2675 object *next;
2676
2677 while (op) 2332 while (op)
2678 { 2333 {
2679 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2335
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2337 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2690 } 2342 }
2691 else if (op->inv) 2343 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2693 op = next; 2346 op = next;
2694 } 2347 }
2695} 2348}
2696
2697 2349
2698/* 2350/*
2699 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2367 else
2716 sprintf (buf, "%s\n", &op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2371 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2374 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2378 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2726 { 2380 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2383 strcat (buf2, buf);
2730 } 2384 }
2385
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2734 return buf2; 2390 return buf2;
2735} 2391}
2736
2737
2738 2392
2739void 2393void
2740do_some_living (object *op) 2394do_some_living (object *op)
2741{ 2395{
2742 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2402 int rate_grace = 2000;
2749 const int max_hp = 1; 2403 const int max_hp = 1;
2750 const int max_sp = 1; 2404 const int max_sp = 1;
2751 const int max_grace = 1; 2405 const int max_grace = 1;
2752 2406
2753 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2759 2425
2760 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2761 { 2427 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2432 else
2768 { 2433 {
2769 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2436 }
2437
2772 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2440 else
2775 { 2441 {
2776 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2444 }
2445
2779 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2448 else
2782 { 2449 {
2783 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2452 }
2786 2453
2787 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2789 { 2456 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2792 { 2459 {
2793 op->stats.sp++; 2460 op->stats.sp++;
2799 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food; 2468 op->stats.food = last_food;
2802 } 2469 }
2803 } 2470 }
2471
2804 if (max_sp > 1) 2472 if (max_sp > 1)
2805 { 2473 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2475 if (over_sp > 0)
2808 { 2476 {
2809 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2810 { 2478 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--; 2482 op->stats.sp--;
2483
2814 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2816 } 2486 }
2817 op->last_sp = 0; 2487 op->last_sp = 0;
2818 } 2488 }
2819 else 2489 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2491 }
2824 else 2492 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 } 2494 }
2829 2495
2830 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2833 { 2499 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2836 if (max_grace > 1) 2503 if (max_grace > 1)
2837 { 2504 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2506 if (over_grace > 0)
2840 { 2507 {
2868 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2537 op->stats.food = last_food;
2871 } 2538 }
2872 } 2539 }
2540
2873 if (max_hp > 1) 2541 if (max_hp > 1)
2874 { 2542 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2544 if (over_hp > 0)
2877 { 2545 {
2901 2569
2902 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else 2572 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2906 /* dms do not consume food */ 2575 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2577 op->stats.food--;
2909 } 2578 }
2910 }
2911 2579
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2581 {
2914 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2915 2583
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 { 2585 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2593 break;
2926 } 2594 }
2927 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2928 flesh = tmp; 2596 flesh = tmp;
2929 } /* End if paid for object */ 2597 } /* End if paid for object */
2930 } /* end of for loop */ 2598 } /* end of for loop */
2599
2931 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2601 * eat flesh instead.
2933 */ 2602 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2604 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2938 } 2607 }
2939 } /* end if player is starving */ 2608 }
2940 2609
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2943 2612
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2614 kill_player (op);
2615 }
2946} 2616}
2947
2948
2949 2617
2950/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2621 * file.
2957{ 2625{
2958 char buf[MAX_BUF]; 2626 char buf[MAX_BUF];
2959 int x, y; 2627 int x, y;
2960 2628
2961 //int i; 2629 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2630 maptile *map; /* this is for resurrection */
2963 2631
2964 /* int z; 2632 /* int z;
2965 int num_stats_lose; 2633 int num_stats_lose;
2966 int lost_a_stat; 2634 int lost_a_stat;
2967 int lose_this_stat; 2635 int lose_this_stat;
2982 { 2650 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2653
2986 /* restore player */ 2654 /* restore player */
2987 at = find_archetype ("poisoning"); 2655 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2657 {
2991 remove_ob (tmp); 2658 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2660 }
2995 2661
2996 at = find_archetype ("confusion"); 2662 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2664 {
3000 remove_ob (tmp); 2665 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2667 }
3004 2668
3005 cure_disease (op, 0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2672 op->stats.food = 999;
3009 2673
3010 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2676 {
3014 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2678 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2682 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2686 }
3025 2687
3026 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2690 op->contr->braced = 0;
3033 2695
3034 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
3035 2697
3036 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
3037 { 2699 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3047 } 2702 }
3048 else 2703 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3058 } 2705
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2707
3061 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3062 x = op->x; 2709 x = op->x;
3063 y = op->y; 2710 y = op->y;
3064 map = op->map; 2711 map = op->map;
3065 2712
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3072 */ 2716 */
3073 2717
3074 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2720 * of death.
3077 */ 2721 */
3078#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3080 { 2724 {
3081 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2727 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2730 little bit harder. */
3087 /* GD */ 2731 /* GD */
3088 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2733 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2734 else
3094 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3095 num_stats_lose = 1; 2738 num_stats_lose = 1;
3096 } 2739
3097 lost_a_stat = 0; 2740 lost_a_stat = 0;
3098 2741
3099 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3100 { 2743 {
3101 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3102 2745
3103 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3104 { 2747 {
3105 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3106 * what he lost. 2749 * what he lost.
3107 */ 2750 */
3108 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3114 } 2769 }
3115 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3116 { 2772 {
3117 /* deplete a stat */ 2773 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3119 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3120 2776 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2777 {
3124 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3126 } 2780
3127 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2787 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2788 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2790 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2791 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2792 else
3169 if (this_stat >= -50)
3170 { 2793 {
3171 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2799 }
3177 } 2800 }
3178 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3179 } 2820 }
2821 }
2822 }
3180 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2824 if (!lost_a_stat)
3182 { 2825 {
3183 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3186 2829
3187 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2832 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2834 }
2835#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2837#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2838
3195 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2840 * exp loss on the stone.
3197 */ 2841 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2844 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3203 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2847 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3204 tmp->msg = buf; 2848 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2851
3208 /**************************************/ 2852 /**************************************/
3209 /* */ 2853 /* */
3210 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3213 /* */ 2857 /* */
3214
3215 /**************************************/ 2858 /**************************************/
3216 2859
3217 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2861 /* restore player */
3219 at = find_archetype ("poisoning"); 2862 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
2864
3221 if (tmp) 2865 if (tmp)
3222 { 2866 {
3223 remove_ob (tmp); 2867 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2869 }
3227 2870
3228 at = find_archetype ("confusion"); 2871 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2873 if (tmp)
3231 { 2874 {
3232 remove_ob (tmp); 2875 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2877 }
2878
3236 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3237 2880
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3241 op->stats.food = 900; 2884 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2888
3246 /* 2889 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3249 * in the map. 2892 */
3250 */
3251
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3254 2894
3255 /****************************************/ 2895 /****************************************/
3256 /* */ 2896 /* */
3257 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3259 /* */ 2899 /* */
3260
3261 /****************************************/ 2900 /****************************************/
3262 2901
3263 enter_player_savebed (op); 2902 enter_player_savebed (op);
3264 2903
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2904 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2905
3271 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2909 * on the space that might harm the player.
3275 */ 2910 */
3276 will_kill_again = 0; 2911 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3281 } 2915
3282 if (will_kill_again) 2916 if (will_kill_again)
3283 { 2917 {
3284 object *force; 2918 object *force;
3285 int at; 2919 int at;
3286 2920
3287 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2923 force->speed = 0.1;
3290 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3291 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2928 force->resist[at] = 100;
3296 } 2929
3297 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3298 fix_player (op); 2931 op->update_stats ();
3299 2932
3300 } 2933 }
3301 2934
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2936}
3380
3381 2937
3382void 2938void
3383loot_object (object *op) 2939loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3386 2942
3387 if (op->container) 2943 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2944
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3393 { 2946 {
3394 next = tmp->below; 2947 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3396 continue; 2950 continue;
3397 remove_ob (tmp); 2951
2952 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3399 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2957
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2959 {
3405 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3406 { 2961 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2963 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2964 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2965 }
3411 else 2966 else
3412 free_object (tmp); 2967 tmp->destroy ();
3413 } 2968 }
3414 else 2969 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2971 }
3417} 2972}
3419/* 2974/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2977 * was changed.
3423 */ 2978 */
3424
3425void 2979void
3426fix_weight (void) 2980fix_weight (void)
3427{ 2981{
3428 player *pl; 2982 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2983 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 2985
3434 if (old == sum) 2986 if (old == sum)
3435 continue; 2987 continue;
3436 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 2990 }
3439} 2991}
3440 2992
3441void 2993void
3442fix_luck (void) 2994fix_luck (void)
3443{ 2995{
3444 player *pl; 2996 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3449} 2999}
3450
3451 3000
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3455 */ 3004 */
3456
3457void 3005void
3458cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3459{ 3007{
3460 object *skop, *spob; 3008 object *skop, *spob;
3461 3009
3482 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3032
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3034
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3036}
3491 3037
3492void 3038void
3493make_visible (object *op) 3039make_visible (object *op)
3494{ 3040{
3497 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3498 { 3044 {
3499 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3501 } 3047 }
3048
3502 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3503} 3050}
3504 3051
3505int 3052int
3506is_true_undead (object *op) 3053is_true_undead (object *op)
3507{ 3054{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1; 3056 return 1;
3512 3057
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3058 return 0;
3519} 3059}
3520 3060
3521/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3578 3118
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3120
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3585 { 3124 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3126 make_visible (op);
3588 return; 3127 return;
3589 } 3128 }
3590 else 3129 else
3591 num += 20; 3130 num += 20;
3592 } 3131
3593 num += op->map->difficulty; 3132 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3134 num -= hide;
3135
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3137 {
3598 make_visible (op); 3138 make_visible (op);
3599 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3141 }
3602 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3144}
3607 3145
3608/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3609 3147
3610int 3148int
3611stand_near_hostile (object *who) 3149stand_near_hostile (object *who)
3612{ 3150{
3613 object *tmp = NULL; 3151 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3152 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3153 maptile *m;
3616 sint16 x, y; 3154 sint16 x, y;
3617 3155
3618 if (!who) 3156 if (!who)
3619 return 0; 3157 return 0;
3620 3158
3637 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3638 continue; 3176 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3178 continue;
3641 3179
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3181 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3183 return 1;
3646 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3647 { 3185 {
3677 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3678 { 3216 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3218 return -1;
3681 } 3219 }
3220
3682 if (!pl || !op) 3221 if (!pl || !op)
3683 return 0; 3222 return 0;
3684 3223
3685 if (op->head)
3686 {
3687 op = op->head; 3224 op = op->head_ ();
3688 } 3225
3689 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3690 3227
3691 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3229 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3701 3238
3702 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3241 * for any meaningful values.
3705 */ 3242 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3246 return 1;
3710 op = op->more; 3247 op = op->more;
3711 } 3248 }
3712 return 0; 3249 return 0;
3713} 3250}
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3348 int i = 0, j = 0;
3812 3349
3813 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3816 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3818 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3820 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3822 3359
3823 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3824 return; 3361 return;
3825 3362
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3364
3828 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3829 { 3366 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3368 return;
3832 } 3369 }
3833 3370
3899 { 3436 {
3900 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3438 object *skin;
3902 3439
3903 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3905 if (skin == NULL) 3445 if (!skin)
3906 return; 3446 return;
3907 3447
3908 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3450 {
3955 * not readied. 3495 * not readied.
3956 */ 3496 */
3957void 3497void
3958player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3959{ 3499{
3960 rangetype i;
3961
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3963 {
3964 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3965 { 3502 {
3966 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3967 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3970 }
3971 } 3506 }
3972 }
3973} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines