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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 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 1.19 2006/09/11 23:53:30 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
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
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 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
807{ 743{
808 if (party == NULL) 744 if (party == NULL)
809 { 745 {
810 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);
811 return; 747 return;
812 } 748 }
749
813 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
816 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:");
817} 754}
818
819 755
820/* 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. */
821int 757static int
822roll_stat (void) 758roll_stat (void)
823{ 759{
824 int a[4], i, j, k; 760 int a[4], i, j, k;
825 761
826 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
828 764
829 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 766 if (a[i] < k)
831 k = a[i], j = i; 767 k = a[i], j = i;
832 768
833 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 770 if (i != j)
836 k += a[i]; 771 k += a[i];
837 } 772
838 return k; 773 return k;
839} 774}
840 775
841void 776void
842roll_stats (object *op) 777object::roll_stats ()
843{ 778{
844 int sum = 0;
845 int i = 0, j = 0;
846 int statsort[7]; 779 int statsort [7];
847 780
848 do 781 for (;;)
849 {
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 } 782 {
859 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
860 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
861 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 793
870 /* a quick and dirty bubblesort? */
871 do
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886
887 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
888 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
889 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
890 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
891 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
894 801
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 802 stats.exp = 0;
906 op->stats.ac = 0; 803 stats.ac = 0;
907 804
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
915 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
916 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
917} 817}
918 818
919void 819void
920Roll_Again (object *op) 820object::swap_stats (int a, int b)
921{ 821{
922 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
924 "[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);
925}
926 825
927void 826 stats.Str = contr->orig_stats.Str;
928Swap_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)
929{ 858{
930 signed char tmp;
931 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
932 860
933 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 865}
1048 866
1049/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1053 * not the class. 871 * not the class.
1054 */ 872 */
1055 873void
1056int 874player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 875{
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1075 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1077 885
1078 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1079 887
1080 if (op->msg) 888 if (ob->msg)
1081 op->msg = NULL; 889 ob->msg = 0;
1082 890
1083 /* 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
1084 * to save here. 892 * to save here.
1085 */ 893 */
894 {
895 char buf[MAX_BUF];
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1088 899
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 900 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op); 903 link_player_skills (ob);
1096 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1097 fix_player (op); 905 ob->update_stats ();
1098 906
1099 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1100 * is one for this race 908 * is one for this race
1101 */ 909 */
1102 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1103 { 911 {
1104 object *tmp; 912 object *tmp;
1105 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1106 914
1107 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);
1108 tmp = get_object (); 916 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1111 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1112 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;
1113 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1114 * default initial map */ 922 * default initial map */
1115 free_object (tmp); 923 tmp->destroy ();
1116 } 924 }
1117 else 925 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 927}
1121 return 0;
1122 }
1123 928
929void
930player::chargen_race_next ()
931{
1124 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1126 */ 934 */
1127 935
1128 tmp_loop = 0; 936 do
1129 while (!tmp_loop)
1130 { 937 {
1131 shstr name = op->name; 938 shstr name = ob->name;
1132 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1133 940
1134 remove_statbonus (op); 941 ob->remove_statbonus ();
1135 remove_ob (op); 942 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 944 ob->arch->clone.copy_to (ob);
1138 op->instantiate (); 945 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1141 op->x = x; 948 ob->x = x;
1142 op->y = y; 949 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 952 assign (ob->contr->title, ob->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 953 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 954 }
955 while (!allowed_class (ob));
1150 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
1208 play_again (op);
1209 return 1;
1210} 963}
1211 964
1212void 965void
1213flee_player (object *op) 966flee_player (object *op)
1214{ 967{
1244 { 997 {
1245 op->enemy = NULL; 998 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1000 return;
1248 } 1001 }
1002
1249 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1250 1004
1251 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1253 { 1007 {
1254 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1255 1009
1256 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)))
1257 {
1258 return; 1011 return;
1259 }
1260 } 1012 }
1013
1261 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1016 op->enemy = NULL;
1264} 1017}
1265 1018
1270 */ 1023 */
1271int 1024int
1272check_pick (object *op) 1025check_pick (object *op)
1273{ 1026{
1274 object *tmp, *next; 1027 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1028 int stop = 0;
1277 int j, k, wvratio; 1029 int wvratio;
1278 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1279
1280 1031
1281 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1283 return 1; 1034 return 1;
1284 1035
1285 op_tag = op->count;
1286
1287 next = op->below; 1036 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1037
1291 /* 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
1292 * destroyed */ 1039 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1294 { 1041 {
1295 tmp = next; 1042 tmp = next;
1296 next = tmp->below; 1043 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1044
1300 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1301 return 0; 1046 return 0;
1302 1047
1303 if (!can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1304 continue; 1049 continue;
1305 1050
1313 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1059 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1060 {
1316 switch (op->contr->mode) 1061 switch (op->contr->mode)
1317 { 1062 {
1318 case 0: 1063 case 0:
1319 return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1320 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))
1321 pick_up (op, tmp); 1082 pick_up (op, tmp);
1322 return 1; 1083 break;
1084
1323 case 2: 1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1087 pick_up (op, tmp);
1325 return 0; 1088 break;
1326 case 3: 1089
1327 return 0; /* stop before pickup */ 1090 default:
1328 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)
1329 pick_up (op, tmp); 1094 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1095 }
1351 } 1096 }
1352 else 1097 else
1353 { /* old model */ 1098 { /* old model */
1354 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &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))));
1361 else 1106 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &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
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1111 }
1112
1395 /* philosophy: 1113 /* philosophy:
1396 * 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
1397 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1399 * 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
1400 * example. 1118 * example.
1401 * 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
1402 * 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
1403 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1440 { 1158 {
1441 pick_up (op, tmp); 1159 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1160 continue;
1445 } 1161 }
1162
1446 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1447 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)))
1448 { 1165 {
1449 pick_up (op, tmp); 1166 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1167 continue;
1453 } 1168 }
1454 1169
1455 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1457 { 1172 {
1458 pick_up (op, tmp); 1173 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1174 continue;
1462 } 1175 }
1463 1176
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1467 { 1180 {
1468 pick_up (op, tmp); 1181 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1182 continue;
1472 } 1183 }
1184
1473 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1475 { 1187 {
1476 pick_up (op, tmp); 1188 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1189 continue;
1480 } 1190 }
1191
1481 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1194 {
1484 pick_up (op, tmp); 1195 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1196 continue;
1488 } 1197 }
1489 1198
1490 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1202 {
1494 pick_up (op, tmp); 1203 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1204 continue;
1498 } 1205 }
1499 1206
1500 /* pick up all magical items */ 1207 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1502 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))
1503 { 1210 {
1504 pick_up (op, tmp); 1211 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1212 continue;
1508 } 1213 }
1509 1214
1510 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1511 { 1216 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1218 {
1514 pick_up (op, tmp); 1219 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1220 continue;
1518 } 1221 }
1519 } 1222 }
1520 1223
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1227 {
1525 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1526 if (0) 1230 }
1527 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);
1528 continue; 1237 continue;
1529 } 1238 }
1530 1239
1531 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1534 { 1243 {
1535 pick_up (op, tmp); 1244 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1245 continue;
1539 } 1246 }
1247
1540 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1542 { 1250 {
1543 pick_up (op, tmp); 1251 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1252 continue;
1547 } 1253 }
1548 1254
1549 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1552 { 1258 {
1553 pick_up (op, tmp); 1259 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1260 continue;
1557 } 1261 }
1262
1558 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1560 { 1265 {
1561 pick_up (op, tmp); 1266 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1267 continue;
1565 } 1268 }
1269
1566 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1568 { 1272 {
1569 pick_up (op, tmp); 1273 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1274 continue;
1573 } 1275 }
1276
1574 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1576 { 1279 {
1577 pick_up (op, tmp); 1280 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1281 continue;
1581 } 1282 }
1283
1582 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1584 { 1286 {
1585 pick_up (op, tmp); 1287 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1288 continue;
1589 } 1289 }
1290
1590 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1592 { 1293 {
1593 pick_up (op, tmp); 1294 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1295 continue;
1597 } 1296 }
1598 1297
1599 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1301 {
1603 pick_up (op, tmp); 1302 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1303 continue;
1607 } 1304 }
1608 1305
1609 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1310 {
1614 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 &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1313 {
1617 pick_up (op, tmp); 1314 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1315 continue;
1621 } 1316 }
1622 } 1317 }
1318
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1320 {
1625 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)
1626 { 1322 {
1627 pick_up (op, tmp); 1323 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1324 continue;
1631 } 1325 }
1632 } 1326 }
1633 } 1327 }
1634 1328
1635 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1332 {
1639 pick_up (op, tmp); 1333 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1334 continue;
1643 } 1335 }
1644 1336
1645 /* 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
1646 * pickups */ 1338 * pickups */
1668 continue; 1360 continue;
1669 } 1361 }
1670 } 1362 }
1671 } /* the new pickup model */ 1363 } /* the new pickup model */
1672 } 1364 }
1365
1673 return !stop; 1366 return !stop;
1674} 1367}
1675 1368
1676/* 1369/*
1677 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1679 * found object is returned. 1372 * found object is returned.
1680 */ 1373 */
1681object * 1374object *
1682find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1683{ 1376{
1684 object *tmp = NULL; 1377 object *tmp = 0;
1685 1378
1686 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1687 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))
1688 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1690 return op; 1383 return op;
1384
1691 return tmp; 1385 return tmp;
1692} 1386}
1693 1387
1694/* 1388/*
1695 * 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
1696 * 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
1697 * 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
1698 * 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.
1699 */ 1393 */
1700
1701object * 1394object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1703{ 1396{
1704 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1776 1469
1777object * 1470object *
1778pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1779{ 1472{
1780 object *tmp = NULL; 1473 object *tmp = NULL;
1781 mapstruct *m; 1474 maptile *m;
1782 int i, mflags, found, number; 1475 int i, mflags, found, number;
1783 sint16 x, y; 1476 sint16 x, y;
1784 1477
1785 if (op->map == NULL) 1478 if (op->map == NULL)
1786 return find_arrow (op, type); 1479 return find_arrow (op, type);
1846 */ 1539 */
1847int 1540int
1848fire_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)
1849{ 1542{
1850 object *left, *bow; 1543 object *left, *bow;
1851 tag_t left_tag, tag;
1852 int bowspeed, mflags; 1544 int bowspeed, mflags;
1853 mapstruct *m; 1545 maptile *m;
1854 1546
1855 if (!dir) 1547 if (!dir)
1856 { 1548 {
1857 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!");
1858 return 0; 1550 return 0;
1859 } 1551 }
1552
1860 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1861 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1862 else 1555 else
1863 { 1556 {
1864 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1872 { 1565 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1567 return 0;
1875 } 1568 }
1876 } 1569 }
1570
1877 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1878 { 1572 {
1879 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);
1880 return 0; 1574 return 0;
1881 } 1575 }
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884 1578
1885 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1888 if (bowspeed < 1) 1583 if (bowspeed < 1)
1889 bowspeed = 1; 1584 bowspeed = 1;
1890 1585
1891 if (arrow == NULL) 1586 if (arrow == NULL)
1892 { 1587 {
1895 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1896 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);
1897 /* 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 */
1898 else 1593 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1900 return 0; 1596 return 0;
1901 } 1597 }
1902 } 1598 }
1599
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1602 return 0;
1907 } 1603
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1605 {
1910 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.");
1911 return 0; 1607 return 0;
1912 } 1608 }
1913 1609
1914 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1611 if (arrow->nrof == 0)
1916 { 1612 {
1917 remove_ob (arrow); 1613 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1614 return 0;
1920 } 1615 }
1921 1616
1922 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1619 if (!arrow)
1926 { 1620 {
1927 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);
1928 return 0; 1622 return 0;
1929 } 1623 }
1930 set_owner (arrow, op); 1624
1625 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1627 arrow->direction = dir;
1934 arrow->x = sx;
1935 arrow->y = sy;
1936 1628
1937 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1938 { 1630 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op); 1632 op->update_stats ();
1941 } 1633 }
1942 1634
1943 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1947 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1948 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1949 1643
1950 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955 1645
1956 /* update the speed */ 1646 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 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;
1959 1649
1960 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1964 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1965 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1966 { 1656 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 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;
1972 } 1662 }
1973 else 1663 else
1974 { 1664 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 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;
1978 } 1670 }
1979 if (arrow->attacktype == AT_PHYSICAL) 1671
1672 arrow->stats.wc -= arrow->level;
1673
1980 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL)
1982 arrow->slaying = bow->slaying;
1983 1675
1984 arrow->map = m;
1985 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1678
1988 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);
1989 tag = arrow->count; 1680 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1681
1992 if (!was_destroyed (arrow, tag)) 1682 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1683 move_arrow (arrow);
1994 1684
1995 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1996 { 1686 {
1997 if (was_destroyed (left, left_tag)) 1687 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1688 esrv_del_item (op->contr, left->count);
1999 else 1689 else
2000 esrv_send_item (op, left); 1690 esrv_send_item (op, left);
2001 } 1691 }
1692
2002 return 1; 1693 return 1;
2003} 1694}
2004 1695
2005/* Special fire code for players - this takes into 1696/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1697 * account the special fire modes players can have
2020 } 1711 }
2021 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)
2022 { 1713 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1715 wcmod = -1;
1716
2025 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);
2026 } 1718 }
2027 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
2028 { 1720 {
2029 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);
2099 1791
2100 if (item->arch) 1792 if (item->arch)
2101 { 1793 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2104 item->speed = 0; 1796 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1797 }
1798
2107 if ((tmp = is_player_inv (item))) 1799 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1801 }
2110 } 1802 }
2111 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1804 drain_rod_charge (item);
2114 }
2115 } 1805 }
2116} 1806}
2117 1807
2118/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2119 */ 1809 */
2126 if (action_makes_visible (op)) 1816 if (action_makes_visible (op))
2127 make_visible (op); 1817 make_visible (op);
2128 1818
2129 switch (op->contr->shoottype) 1819 switch (op->contr->shoottype)
2130 { 1820 {
2131 case range_none: 1821 case range_none:
2132 return; 1822 return;
2133 1823
2134 case range_bow: 1824 case range_bow:
2135 player_fire_bow (op, dir); 1825 player_fire_bow (op, dir);
2136 return; 1826 return;
2137 1827
2138 case range_magic: /* Casting spells */ 1828 case range_magic: /* Casting spells */
2139 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));
2140 return; 1830 return;
2141 1831
2142 case range_misc: 1832 case range_misc:
2143 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2144 return; 1834 return;
2145 1835
2146 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2155 return; 1838 return;
2156 1839
2157 case range_skill: 1840 case range_skill:
2158 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2159 { 1842 {
2160 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2161 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
2162 return; 1846 return;
2163 } 1847 }
1848
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return; 1850 return;
2166 case range_builder: 1851 case range_builder:
2167 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2168 return; 1853 return;
2169 default: 1854 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171 return; 1856 return;
2172 } 1857 }
2173} 1858}
2174
2175
2176 1859
2177/* find_key 1860/* find_key
2178 * 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
2179 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2182 * pl is the player, 1865 * pl is the player,
2183 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2186 */ 1869 */
2187
2188object * 1870object *
2189find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2190{ 1872{
2191 object *tmp, *key; 1873 object *tmp, *key;
2192 1874
2193 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1876 if (!container->inv)
2195 return NULL; 1877 return 0;
2196 1878
2197 /* 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 */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1881 {
2200 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1883 break;
2202 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2204 */ 1886 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1888 break;
2207 } 1889 }
1890
2208 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2209 /* 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.
2210 * 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
2211 * a key, return 1894 * a key, return
2212 */ 1895 */
2213 if (!tmp) 1896 if (!tmp)
2214 { 1897 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 { 1899 {
2217 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2219 { 1902 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2221 return key; 1904 return key;
2222 } 1905 }
2223 } 1906 }
1907
2224 if (!tmp) 1908 if (!tmp)
2225 return NULL; 1909 return NULL;
2226 } 1910 }
1911
2227 /* 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,
2228 * see if we actually want to use it 1913 * see if we actually want to use it
2229 */ 1914 */
2230 if (pl != container) 1915 if (pl != container)
2231 { 1916 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "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));
2254 return NULL; 1939 return NULL;
2255 } 1940 }
2256 } 1941 }
1942
2257 return tmp; 1943 return tmp;
2258} 1944}
2259 1945
2260/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2263 * 0 otherwise 1949 * 0 otherwise
2264 */ 1950 */
2265static int 1951static int
2266player_attack_door (object *op, object *door) 1952player_attack_door (object *op, object *door)
2267{ 1953{
2268
2269 /* 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,
2270 * 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 -
2271 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
2272 */ 1957 */
2273 object *key = find_key (op, op, door); 1958 object *key = find_key (op, op, door);
2280 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);
2281 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2282 make_visible (op); 1967 make_visible (op);
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2285 if (door->type == DOOR) 1971 if (door->type == DOOR)
2286 {
2287 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 */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2290 { 1974 {
2291 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));
2292 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2293 } 1977 }
1978
2294 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2297 if (container != op) 1982 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2299 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2300 } 1986 }
2301 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2302 { 1988 {
2303 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2305 return 1; 1991 return 1;
2306 } 1992 }
1993
2307 return 0; 1994 return 0;
2308} 1995}
2309 1996
2310/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2315 */ 2002 */
2316
2317void 2003void
2318move_player_attack (object *op, int dir) 2004move_player_attack (object *op, int dir)
2319{ 2005{
2320 object *tmp, *mon; 2006 object *tmp, *mon;
2321 sint16 nx, ny; 2007 sint16 nx, ny;
2322 int on_battleground; 2008 int on_battleground;
2323 mapstruct *m; 2009 maptile *m;
2324 2010
2325 nx = freearr_x[dir] + op->x; 2011 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2012 ny = freearr_y[dir] + op->y;
2327 2013
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2329 2015
2330 /* 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
2331 * 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
2332 * 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
2333 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2338 */ 2024 */
2339 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))
2340 { 2026 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 { 2028 {
2343 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2344 if (!m) 2030 if (!m)
2345 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2346 } 2032 }
2347 else 2033 else
2348 m = op->map; 2034 m = op->map;
2349 2035
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return; 2037 return;
2354 }
2355 2038
2356 mon = NULL; 2039 mon = 0;
2357 /* 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
2358 * 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.
2359 * 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
2360 * on the space 2043 * on the space
2361 */ 2044 */
2362 while (tmp != NULL) 2045 while (tmp)
2363 { 2046 {
2364 if (tmp == op) 2047 if (tmp == op)
2365 { 2048 {
2366 tmp = tmp->above; 2049 tmp = tmp->above;
2367 continue; 2050 continue;
2368 } 2051 }
2052
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2054 {
2371 mon = tmp; 2055 mon = tmp;
2372 break; 2056 break;
2373 } 2057 }
2058
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2060 mon = tmp;
2061
2376 tmp = tmp->above; 2062 tmp = tmp->above;
2377 } 2063 }
2378 2064
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2066 return; /* into a wall */
2381 2067
2382 if (mon->head != NULL) 2068 if (mon->head)
2383 mon = mon->head; 2069 mon = mon->head;
2384 2070
2385 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))
2386 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2387 return; 2073 return;
2399 * player owns it and it is either friendly or unagressive. 2085 * player owns it and it is either friendly or unagressive.
2400 */ 2086 */
2401 if ((op->type == PLAYER) 2087 if ((op->type == PLAYER)
2402#if COZY_SERVER 2088#if COZY_SERVER
2403 && 2089 &&
2404 ((get_owner (mon) && get_owner (mon)->contr 2090 ((mon->owner && mon->owner->contr
2405 && 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)
2406#else 2092#else
2407 && get_owner (mon) == op 2093 && mon->owner == op
2408#endif 2094#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2096 {
2411 /* 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 */
2412 if (op->contr->braced) 2098 if (op->contr->braced)
2413 return; 2099 return;
2100
2414 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);
2415 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2104 make_visible (op);
2105
2418 return; 2106 return;
2419 } 2107 }
2420 2108
2421 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2424 * attack them either. 2112 * attack them either.
2425 */ 2113 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2427 (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)) && (
2428#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2429 (op->contr->peaceful 2117 (op->contr->peaceful
2430 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2431 && mon->contr-> 2119 && mon->contr->
2432 peaceful)) && 2120 peaceful)) &&
2433#else 2121#else
2434 op->contr->peaceful && 2122 op->contr->peaceful &&
2435#endif 2123#endif
2436 !on_battleground)) 2124 !on_battleground))
2437 { 2125 {
2438 if (!op->contr->braced) 2126 if (!op->contr->braced)
2439 { 2127 {
2440 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);
2441 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2442 } 2130 }
2443 else 2131 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2133
2447 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2135 make_visible (op);
2449 } 2136 }
2450 2137
2451 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2462 * 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
2463 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2464 * 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
2465 * 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.
2466 */ 2153 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((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)))
2470 { 2156 {
2471 2157
2472 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2480 2166
2481 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 */
2482 } 2168 }
2483 2169
2484 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2485 2171
2486 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2489 * the wiz. 2175 * the wiz.
2491 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))
2492 { 2178 {
2493 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2494 2180
2495 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2497 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2498 } 2184 }
2185
2499 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2500 make_visible (op); 2187 make_visible (op);
2501 } 2188 }
2502 } /* if player should attack something */ 2189 } /* if player should attack something */
2503} 2190}
2505int 2192int
2506move_player (object *op, int dir) 2193move_player (object *op, int dir)
2507{ 2194{
2508 int pick; 2195 int pick;
2509 2196
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2198 return 0;
2512 2199
2513 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2515 { 2202 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2204 return 0;
2518 } 2205 }
2519 2206
2520 /* peterm: added following line */ 2207 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2210
2524 op->facing = dir; 2211 op->facing = dir;
2525 2212
2526 if (op->hide) 2213 if (op->hide)
2527 do_hidden_move (op); 2214 do_hidden_move (op);
2538 2225
2539 /* 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
2540 * server can handle repeat firing. 2227 * server can handle repeat firing.
2541 */ 2228 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2230 op->direction = dir;
2545 }
2546 else 2231 else
2547 {
2548 op->direction = 0; 2232 op->direction = 0;
2549 } 2233
2550 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2236 * for players.
2553 */ 2237 */
2554 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2563 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2564 */ 2248 */
2565int 2249int
2566handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2567{ 2251{
2568 if (op->contr->hidden)
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 }
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 }
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2253 {
2590 flee_player (op); 2254 flee_player (op);
2591 /* 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 */
2592 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2593 { 2257 {
2594 op->speed_left--; 2258 op->speed_left--;
2595 return 0; 2259 return 0;
2596 } 2260 }
2597 }
2598
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 } 2261 }
2610 2262
2611 /* 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
2612 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2265 * called, so we recheck it here.
2614 */ 2266 */
2615 HandleClient (&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2616 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2617 return 0; 2271 {
2618
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2273 {
2621 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--; 2275 op->speed_left--;
2623 2276
2624 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2625 * 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
2626 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2627 */ 2280 */
2628 move_player (op, op->direction); 2281 move_player (op, op->direction);
2629 if (op->speed_left > 0) 2282
2630 return 1; 2283 return op->speed_left > 0;
2631 else 2284 }
2632 return 0;
2633 } 2285 }
2286
2634 return 0; 2287 return 0;
2635} 2288}
2636 2289
2637int 2290int
2638save_life (object *op) 2291save_life (object *op)
2639{ 2292{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2294 return 0;
2644 2295
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2298 {
2648 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);
2649 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
2650 if (op->contr) 2302 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2303 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2304
2653 free_object (tmp); 2305 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2306 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307
2655 if (op->stats.hp < 0) 2308 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2310
2657 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2658 op->stats.food = 999; 2312 op->stats.food = 999;
2659 fix_player (op); 2313
2314 op->update_stats ();
2660 return 1; 2315 return 1;
2661 } 2316 }
2317
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2321 return 0;
2666} 2322}
2671 * from. 2327 * from.
2672 */ 2328 */
2673void 2329void
2674remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2675{ 2331{
2676 object *next;
2677
2678 while (op) 2332 while (op)
2679 { 2333 {
2680 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' */
2681 * we remove object 'op' 2335
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2337 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2691 } 2342 }
2692 else if (op->inv) 2343 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2694 op = next; 2346 op = next;
2695 } 2347 }
2696} 2348}
2697
2698 2349
2699/* 2350/*
2700 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2367 else
2717 sprintf (buf, "%s\n", &op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2371 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2721 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);
2722 else 2374 else
2723 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
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2378 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2727 { 2380 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2383 strcat (buf2, buf);
2731 } 2384 }
2385
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2735 return buf2; 2390 return buf2;
2736} 2391}
2737
2738
2739 2392
2740void 2393void
2741do_some_living (object *op) 2394do_some_living (object *op)
2742{ 2395{
2743 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2402 int rate_grace = 2000;
2750 const int max_hp = 1; 2403 const int max_hp = 1;
2751 const int max_sp = 1; 2404 const int max_sp = 1;
2752 const int max_grace = 1; 2405 const int max_grace = 1;
2753 2406
2754 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2755 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 } 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 }
2760 2425
2761 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2762 { 2427 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2432 else
2769 { 2433 {
2770 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2436 }
2437
2773 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2440 else
2776 { 2441 {
2777 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2444 }
2445
2780 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2448 else
2783 { 2449 {
2784 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2452 }
2787 2453
2788 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2790 { 2456 {
2791 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);
2792 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2793 { 2459 {
2794 op->stats.sp++; 2460 op->stats.sp++;
2800 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2801 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))
2802 op->stats.food = last_food; 2468 op->stats.food = last_food;
2803 } 2469 }
2804 } 2470 }
2471
2805 if (max_sp > 1) 2472 if (max_sp > 1)
2806 { 2473 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2475 if (over_sp > 0)
2809 { 2476 {
2810 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2811 { 2478 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2813 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))
2814 op->stats.sp--; 2482 op->stats.sp--;
2483
2815 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2817 } 2486 }
2818 op->last_sp = 0; 2487 op->last_sp = 0;
2819 } 2488 }
2820 else 2489 else
2821 {
2822 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);
2823 }
2824 } 2491 }
2825 else 2492 else
2826 {
2827 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);
2828 }
2829 } 2494 }
2830 2495
2831 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2832 /* 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. */
2833 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2834 { 2499 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2837 if (max_grace > 1) 2503 if (max_grace > 1)
2838 { 2504 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2506 if (over_grace > 0)
2841 { 2507 {
2869 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2870 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))
2871 op->stats.food = last_food; 2537 op->stats.food = last_food;
2872 } 2538 }
2873 } 2539 }
2540
2874 if (max_hp > 1) 2541 if (max_hp > 1)
2875 { 2542 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2544 if (over_hp > 0)
2878 { 2545 {
2902 2569
2903 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2904 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);
2905 else 2572 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2907 /* dms do not consume food */ 2575 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2577 op->stats.food--;
2910 } 2578 }
2911 }
2912 2579
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2581 {
2915 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2916 2583
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 { 2585 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2923 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.");
2924 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2593 break;
2927 } 2594 }
2928 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2929 flesh = tmp; 2596 flesh = tmp;
2930 } /* End if paid for object */ 2597 } /* End if paid for object */
2931 } /* end of for loop */ 2598 } /* end of for loop */
2599
2932 /* 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
2933 * eat flesh instead. 2601 * eat flesh instead.
2934 */ 2602 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2604 {
2937 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.");
2938 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2939 } 2607 }
2940 } /* end if player is starving */ 2608 }
2941 2609
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2944 2612
2945 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))
2946 kill_player (op); 2614 kill_player (op);
2615 }
2947} 2616}
2948
2949
2950 2617
2951/* 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.
2952 * 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
2953 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2621 * file.
2958{ 2625{
2959 char buf[MAX_BUF]; 2626 char buf[MAX_BUF];
2960 int x, y; 2627 int x, y;
2961 2628
2962 //int i; 2629 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2630 maptile *map; /* this is for resurrection */
2964 2631
2965 /* int z; 2632 /* int z;
2966 int num_stats_lose; 2633 int num_stats_lose;
2967 int lost_a_stat; 2634 int lost_a_stat;
2968 int lose_this_stat; 2635 int lose_this_stat;
2983 { 2650 {
2984 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!");
2985 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...");
2986 2653
2987 /* restore player */ 2654 /* restore player */
2988 at = find_archetype ("poisoning"); 2655 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2657 {
2992 remove_ob (tmp); 2658 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2660 }
2996 2661
2997 at = find_archetype ("confusion"); 2662 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2664 {
3001 remove_ob (tmp); 2665 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2667 }
3005 2668
3006 cure_disease (op, 0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2672 op->stats.food = 999;
3010 2673
3011 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2676 {
3015 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2678 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
3018 " 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",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2682 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2686 }
3026 2687
3027 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2690 op->contr->braced = 0;
3034 2695
3035 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
3036 2697
3037 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
3038 { 2699 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
3048 } 2702 }
3049 else 2703 else
3050 {
3051 if (op->contr->explore)
3052 {
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3059 } 2705
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 2707
3062 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3063 x = op->x; 2709 x = op->x;
3064 y = op->y; 2710 y = op->y;
3065 map = op->map; 2711 map = op->map;
3066 2712
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * 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.
3072 * 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.
3073 */ 2716 */
3074 2717
3075 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2720 * of death.
3078 */ 2721 */
3079#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3081 { 2724 {
3082 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3083 /* 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
3084 more if they do. */ 2727 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2730 little bit harder. */
3088 /* GD */ 2731 /* GD */
3089 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2733 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2734 else
3095 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3096 num_stats_lose = 1; 2738 num_stats_lose = 1;
3097 } 2739
3098 lost_a_stat = 0; 2740 lost_a_stat = 0;
3099 2741
3100 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3101 { 2743 {
3102 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3103 2745
3104 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3105 { 2747 {
3106 /* 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
3107 * what he lost. 2749 * what he lost.
3108 */ 2750 */
3109 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 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);
3115 } 2769 }
3116 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3117 { 2772 {
3118 /* deplete a stat */ 2773 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3120 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3121 2776 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2777 {
3125 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3127 } 2780
3128 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 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)
3135 { 2787 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2788 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2790 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2791 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2792 else
3170 if (this_stat >= -50)
3171 { 2793 {
3172 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 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"); */
3177 } 2799 }
3178 } 2800 }
3179 } 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 }
3180 } 2820 }
2821 }
2822 }
3181 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2824 if (!lost_a_stat)
3183 { 2825 {
3184 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3187 2829
3188 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3189 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);
3190 else 2832 else
3191 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.");
3192 } 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.");
3193#endif 2837#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2838
3196 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2840 * exp loss on the stone.
3198 */ 2841 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2844 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3204 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);
3205 tmp->msg = buf; 2848 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2851
3209 /**************************************/ 2852 /**************************************/
3210 /* */ 2853 /* */
3211 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3214 /* */ 2857 /* */
3215
3216 /**************************************/ 2858 /**************************************/
3217 2859
3218 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2861 /* restore player */
3220 at = find_archetype ("poisoning"); 2862 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
2864
3222 if (tmp) 2865 if (tmp)
3223 { 2866 {
3224 remove_ob (tmp); 2867 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2869 }
3228 2870
3229 at = find_archetype ("confusion"); 2871 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2873 if (tmp)
3232 { 2874 {
3233 remove_ob (tmp); 2875 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2877 }
2878
3237 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3238 2880
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3242 op->stats.food = 900; 2884 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2888
3247 /* 2889 /*
3248 * 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
3249 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3250 * in the map. 2892 */
3251 */
3252
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3255 2894
3256 /****************************************/ 2895 /****************************************/
3257 /* */ 2896 /* */
3258 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3260 /* */ 2899 /* */
3261
3262 /****************************************/ 2900 /****************************************/
3263 2901
3264 enter_player_savebed (op); 2902 enter_player_savebed (op);
3265 2903
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2904 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2905
3272 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2909 * on the space that might harm the player.
3276 */ 2910 */
3277 will_kill_again = 0; 2911 will_kill_again = 0;
3278 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)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3282 } 2915
3283 if (will_kill_again) 2916 if (will_kill_again)
3284 { 2917 {
3285 object *force; 2918 object *force;
3286 int at; 2919 int at;
3287 2920
3288 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2923 force->speed = 0.1;
3291 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3292 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2928 force->resist[at] = 100;
3297 } 2929
3298 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3299 fix_player (op); 2931 op->update_stats ();
3300 2932
3301 } 2933 }
3302 2934
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2936}
3372
3373 2937
3374void 2938void
3375loot_object (object *op) 2939loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3378 2942
3379 if (op->container) 2943 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2944
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3385 { 2946 {
3386 next = tmp->below; 2947 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3388 continue; 2950 continue;
3389 remove_ob (tmp); 2951
2952 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3391 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2957
3394 }
3395 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))))
3396 { 2959 {
3397 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3398 { 2961 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2963 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2964 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2965 }
3403 else 2966 else
3404 free_object (tmp); 2967 tmp->destroy ();
3405 } 2968 }
3406 else 2969 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2971 }
3409} 2972}
3411/* 2974/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3413 * 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
3414 * was changed. 2977 * was changed.
3415 */ 2978 */
3416
3417void 2979void
3418fix_weight (void) 2980fix_weight (void)
3419{ 2981{
3420 player *pl; 2982 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2983 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 2985
3426 if (old == sum) 2986 if (old == sum)
3427 continue; 2987 continue;
3428 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3429 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);
3430 } 2990 }
3431} 2991}
3432 2992
3433void 2993void
3434fix_luck (void) 2994fix_luck (void)
3435{ 2995{
3436 player *pl; 2996 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3441} 2999}
3442
3443 3000
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3447 */ 3004 */
3448
3449void 3005void
3450cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3451{ 3007{
3452 object *skop, *spob; 3008 object *skop, *spob;
3453 3009
3474 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3475 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);
3476 3032
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3034
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3036}
3483 3037
3484void 3038void
3485make_visible (object *op) 3039make_visible (object *op)
3486{ 3040{
3489 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3490 { 3044 {
3491 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3493 } 3047 }
3048
3494 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3495} 3050}
3496 3051
3497int 3052int
3498is_true_undead (object *op) 3053is_true_undead (object *op)
3499{ 3054{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 3056 return 1;
3504 3057
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3058 return 0;
3511} 3059}
3512 3060
3513/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3570 3118
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3120
3573 /* 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! */
3574 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3577 { 3124 {
3578 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!");
3579 make_visible (op); 3126 make_visible (op);
3580 return; 3127 return;
3581 } 3128 }
3582 else 3129 else
3583 num += 20; 3130 num += 20;
3584 } 3131
3585 num += op->map->difficulty; 3132 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3134 num -= hide;
3135
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3137 {
3590 make_visible (op); 3138 make_visible (op);
3591 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3592 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!");
3593 } 3141 }
3594 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3595 {
3596 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);
3597 }
3598} 3144}
3599 3145
3600/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3601 3147
3602int 3148int
3603stand_near_hostile (object *who) 3149stand_near_hostile (object *who)
3604{ 3150{
3605 object *tmp = NULL; 3151 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3152 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3153 maptile *m;
3608 sint16 x, y; 3154 sint16 x, y;
3609 3155
3610 if (!who) 3156 if (!who)
3611 return 0; 3157 return 0;
3612 3158
3629 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3630 continue; 3176 continue;
3631 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)))
3632 continue; 3178 continue;
3633 3179
3634 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)
3635 { 3181 {
3636 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))
3637 return 1; 3183 return 1;
3638 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3639 { 3185 {
3669 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3670 { 3216 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3218 return -1;
3673 } 3219 }
3220
3674 if (!pl || !op) 3221 if (!pl || !op)
3675 return 0; 3222 return 0;
3676 3223
3677 if (op->head)
3678 {
3679 op = op->head; 3224 op = op->head_ ();
3680 } 3225
3681 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3682 3227
3683 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3229 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3693 3238
3694 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3695 * 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
3696 * for any meaningful values. 3241 * for any meaningful values.
3697 */ 3242 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !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)])
3701 return 1; 3246 return 1;
3702 op = op->more; 3247 op = op->more;
3703 } 3248 }
3704 return 0; 3249 return 0;
3705} 3250}
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3348 int i = 0, j = 0;
3804 3349
3805 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3808 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3810 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3812 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3814 3359
3815 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3816 return; 3361 return;
3817 3362
3818 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++);
3819 3364
3820 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3821 { 3366 {
3822 /* 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]); */
3823 return; 3368 return;
3824 } 3369 }
3825 3370
3891 { 3436 {
3892 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3438 object *skin;
3894 3439
3895 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3896 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
3897 if (skin == NULL) 3445 if (!skin)
3898 return; 3446 return;
3899 3447
3900 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3450 {
3947 * not readied. 3495 * not readied.
3948 */ 3496 */
3949void 3497void
3950player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3951{ 3499{
3952 rangetype i;
3953
3954 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))
3955 {
3956 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3957 { 3502 {
3958 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3959 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3962 }
3963 } 3506 }
3964 }
3965} 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}

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