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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 1.133 by root, Sat May 12 22:04:20 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>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36playervec 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 37
87void 38void
88display_motd (const object *op) 39display_motd (const object *op)
89{ 40{
90 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
93 int comp; 44 int comp;
94 int size; 45 int size;
95 46
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 49 return;
100 } 50
101 motd[0] = '\0'; 51 motd[0] = '\0';
102 size = 0; 52 size = 0;
53
103 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
104 { 55 {
105 if (*buf == '#') 56 if (*buf == '#')
106 continue; 57 continue;
58
107 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 60 size += strlen (buf);
109 } 61 }
62
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
112} 65}
113 66
114void 67void
120 int comp; 73 int comp;
121 int size; 74 int size;
122 75
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 78 return;
127 } 79
128 rules[0] = '\0'; 80 rules[0] = '\0';
129 size = 0; 81 size = 0;
82
130 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
131 { 84 {
132 if (*buf == '#') 85 if (*buf == '#')
133 continue; 86 continue;
87
134 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
135 { 89 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 91 break;
138 } 92 }
93
139 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 95 size += strlen (buf);
141 } 96 }
97
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
144} 100}
145 101
146void 102void
154 int size; 110 int size;
155 111
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 114 return;
115
159 news[0] = '\0'; 116 news[0] = '\0';
160 subject[0] = '\0'; 117 subject[0] = '\0';
161 size = 0; 118 size = 0;
119
162 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
163 { 121 {
164 if (*buf == '#') 122 if (*buf == '#')
165 continue; 123 continue;
124
166 if (*buf == '%') 125 if (*buf == '%')
167 { /* send one news */ 126 { /* send one news */
168 if (size > 0) 127 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 */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
170 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
171 strip_endline (subject); 131 strip_endline (subject);
172 size = 0; 132 size = 0;
173 news[0] = '\0'; 133 news[0] = '\0';
174 } 134 }
183 size += strlen (buf); 143 size += strlen (buf);
184 } 144 }
185 } 145 }
186 146
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 149 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} 150}
317 151
318/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
319static void 153static void
320set_first_map (object *op) 154set_first_map (object *op)
321{ 155{
322 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
323 op->x = -1; 157 op->x = -1;
324 op->y = -1; 158 op->y = -1;
325 enter_exit (op, NULL);
326} 159}
327 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
328/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
330 * mode. 371 * mode.
331 */ 372 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
337 377
338 p = get_player (NULL); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 379
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 380 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 381 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 382 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)); 383
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); 384 set_first_map (pl->ob);
350 385
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; 386 return pl;
358} 387}
359 388
360/* 389/*
361 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
371 { 400 {
372 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
373 at = first_archetype; 402 at = first_archetype;
374 else 403 else
375 at = at->next; 404 at = at->next;
405
376 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
377 return at; 407 return at;
408
378 if (at == start) 409 if (at == start)
379 { 410 {
380 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 412 exit (-1);
382 } 413 }
383 } 414 }
384} 415}
385 416
386
387object * 417object *
388get_nearest_player (object *mon) 418get_nearest_player (object *mon)
389{ 419{
390 object *op = NULL; 420 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 421 objectlink *ol;
393 unsigned lastdist; 422 unsigned lastdist;
394 rv_vector rv; 423 rv_vector rv;
395 424
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 426 {
398 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 434 object *tmp = ol->ob;
406 435
407 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 437 * itself will have been cleared.
409 */ 438 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
411 ol = ol->next; 441 ol = ol->next;
412 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
413 if (!ol) 443 if (!ol)
414 return op; 444 return op;
415 } 445 }
428 { 458 {
429 op = ol->ob; 459 op = ol->ob;
430 lastdist = rv.distance; 460 lastdist = rv.distance;
431 } 461 }
432 } 462 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 463
434 { 464 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
439 { 467 {
440 op = pl->ob; 468 op = pl->ob;
441 lastdist = rv.distance; 469 lastdist = rv.distance;
442 } 470 }
443 } 471
444 }
445#if 0 472#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 474#endif
448 return op; 475 return op;
449} 476}
467 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 496 * is probably not a good thing.
470 */ 497 */
471#define MAX_SPACES 50 498#define MAX_SPACES 50
472
473 499
474/* 500/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * 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) 522path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 523{
498 rv_vector rv; 524 rv_vector rv;
499 sint16 x, y; 525 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 527 maptile *m, *lastmap;
502 528
503 get_rangevector (mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
504 530
505 if (rv.distance < mindiff) 531 if (rv.distance < mindiff)
506 return 0; 532 return 0;
508 x = mon->x; 534 x = mon->x;
509 y = mon->y; 535 y = mon->y;
510 m = mon->map; 536 m = mon->map;
511 dir = rv.direction; 537 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
514 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 542 if (diff > max)
516 return 0; 543 return 0;
544
517 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
518 { 546 {
519 lastx = x; 547 lastx = x;
520 lasty = y; 548 lasty = y;
521 lastmap = m; 549 lastmap = m;
603 max--; 631 max--;
604 lastdir = dir; 632 lastdir = dir;
605 if (!firstdir) 633 if (!firstdir)
606 firstdir = dir; 634 firstdir = dir;
607 } 635 }
636
608 if (diff <= 1) 637 if (diff <= 1)
609 { 638 {
610 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 640 * headed toward player for entire distance.
612 */ 641 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 644 }
645
616 if (diff > max) 646 if (diff > max)
617 return 0; 647 return 0;
618 } 648 }
649
619 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
620 if (!max) 651 if (!max)
621 return 0; 652 return 0;
622 653
623 return firstdir; 654 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 685 {
655 remove_ob (op); 686 op->destroy ();
656 free_object (op);
657 continue; 687 continue;
658 } 688 }
659 } 689 }
660 690
661 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
673 break; 703 break;
674 704
675 if (tmp) 705 if (tmp)
676 { 706 {
677 remove_ob (op); 707 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 709 continue;
681 } 710 }
711
682 if (op->nrof > 1) 712 if (op->nrof > 1)
683 op->nrof = 1; 713 op->nrof = 1;
684 } 714 }
685 715
686 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 730 }
701 if (op->type == SPELL) 731 if (op->type == SPELL)
702 { 732 {
703 remove_ob (op); 733 op->destroy ();
704 free_object (op);
705 continue; 734 continue;
706 } 735 }
707 else if (op->type == SKILL) 736 else if (op->type == SKILL)
708 { 737 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
719 link_player_skills (pl); 748 link_player_skills (pl);
720} 749}
721 750
722void 751void
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) 752get_party_password (object *op, partylist *party)
807{ 753{
808 if (party == NULL) 754 if (party == NULL)
809 { 755 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 757 return;
812 } 758 }
759
813 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 764}
818
819 765
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 767static int
822roll_stat (void) 768roll_stat (void)
823{ 769{
824 int a[4], i, j, k; 770 int a[4], i, j, k;
825 771
826 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
828 774
829 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 776 if (a[i] < k)
831 k = a[i], j = i; 777 k = a[i], j = i;
832 778
833 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 780 if (i != j)
836 k += a[i]; 781 k += a[i];
837 } 782
838 return k; 783 return k;
839} 784}
840 785
841void 786void
842roll_stats (object *op) 787object::roll_stats ()
843{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
844 int sum = 0; 793 int sum = 0;
845 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
847 796
848 do 797 if (sum >= 82 && sum <= 116)
798 break;
849 { 799 }
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 }
859 while (sum < 82 || sum > 116);
860 800
861 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, 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;
869 803
870 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
871 do 805 stats.stat (i) = statsort [i];
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);
886 806
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
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; 807 stats.exp = 0;
906 op->stats.ac = 0; 808 stats.ac = 0;
907 809
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; 810 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
916 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
917} 822}
918 823
919void 824void
920Roll_Again (object *op) 825object::swap_stats (int a, int b)
921{ 826{
922 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926 828
927void 829 for (int i = 0; i < NUM_STATS; ++i)
928Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
929{ 856{
930 signed char tmp;
931 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
932 858
933 if (op->contr->Swap_First == -1) 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
1048 864
1049/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1053 * not the class. 869 * not the class.
1054 */ 870 */
1055 871void
1056int 872player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 873{
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 */ 874 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1075 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1077 883
1078 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1079 885
1080 if (op->msg) 886 if (ob->msg)
1081 op->msg = NULL; 887 ob->msg = 0;
1082 888
1083 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1084 * to save here. 890 * to save here.
1085 */ 891 */
892 {
893 char buf[MAX_BUF];
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1088 897
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 898 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op); 901 link_player_skills (ob);
1096 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1097 fix_player (op); 903 ob->update_stats ();
1098 904
1099 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1100 * is one for this race 906 * is one for this race
1101 */ 907 */
1102 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1103 { 909 {
1104 object *tmp; 910 object *tmp;
1105 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1106 912
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1108 tmp = get_object (); 914 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1111 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1114 * default initial map */ 920 * default initial map */
1115 free_object (tmp); 921 tmp->destroy ();
1116 } 922 }
1117 else 923 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 925}
1121 return 0;
1122 }
1123 926
927void
928player::chargen_race_next ()
929{
1124 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1126 */ 932 */
1127 933
1128 tmp_loop = 0; 934 do
1129 while (!tmp_loop)
1130 { 935 {
1131 shstr name = op->name; 936 shstr name = ob->name;
1132 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1133 938
1134 remove_statbonus (op); 939 ob->remove_statbonus ();
1135 remove_ob (op); 940 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 942 ob->arch->clone.copy_to (ob);
1138 op->instantiate (); 943 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1141 op->x = x; 946 ob->x = x;
1142 op->y = y; 947 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 950 assign (ob->contr->title, ob->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 951 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 952 }
953 while (!allowed_class (ob));
1150 954
1151 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 957 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 960 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} 961}
1211 962
1212void 963void
1213flee_player (object *op) 964flee_player (object *op)
1214{ 965{
1244 { 995 {
1245 op->enemy = NULL; 996 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 998 return;
1248 } 999 }
1000
1249 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1250 1002
1251 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1253 { 1005 {
1254 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1255 1007
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 1009 return;
1259 }
1260 } 1010 }
1011
1261 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1014 op->enemy = NULL;
1264} 1015}
1265 1016
1266
1267/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1268 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1269 * stop. 1019 * stop.
1270 */ 1020 */
1271int 1021int
1272check_pick (object *op) 1022check_pick (object *op)
1273{ 1023{
1274 object *tmp, *next; 1024 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1025 int stop = 0;
1277 int j, k, wvratio; 1026 int wvratio;
1278 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1279
1280 1028
1281 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1283 return 1; 1031 return 1;
1284 1032
1285 op_tag = op->count;
1286
1287 next = op->below; 1033 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1034
1291 /* loop while there are items on the floor that are not marked as 1035 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1036 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1037 while (next && !next->destroyed ())
1294 { 1038 {
1295 tmp = next; 1039 tmp = next;
1296 next = tmp->below; 1040 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1041
1300 if (was_destroyed (op, op_tag)) 1042 if (op->destroyed ())
1301 return 0; 1043 return 0;
1302 1044
1303 if (!can_pick (op, tmp)) 1045 if (!can_pick (op, tmp))
1304 continue; 1046 continue;
1305 1047
1313 /* high not bit set? We're using the old autopickup model */ 1055 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1056 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1057 {
1316 switch (op->contr->mode) 1058 switch (op->contr->mode)
1317 { 1059 {
1318 case 0: 1060 case 0:
1319 return 1; /* don't pick up */ 1061 return 1; /* don't pick up */
1320 case 1: 1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1079 pick_up (op, tmp);
1322 return 1; 1080 break;
1081
1323 case 2: 1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1084 pick_up (op, tmp);
1325 return 0; 1085 break;
1326 case 3: 1086
1327 return 0; /* stop before pickup */ 1087 default:
1328 case 4: 1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1091 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 } 1092 }
1351 } 1093 }
1352 else 1094 else
1353 { /* old model */ 1095 { /* old model */
1354 /* NEW pickup handling */ 1096 /* NEW pickup handling */
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 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)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1103 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 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 } 1108 }
1109
1395 /* philosophy: 1110 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's 1111 * 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 1112 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1400 * example. 1115 * example.
1401 * The drawback: right now it has no frontend, so you need to 1116 * 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 1117 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1152 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1153 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1154 if (tmp->type == FOOD)
1440 { 1155 {
1441 pick_up (op, tmp); 1156 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1157 continue;
1445 } 1158 }
1159
1446 if (op->contr->mode & PU_DRINK) 1160 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1162 {
1449 pick_up (op, tmp); 1163 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1164 continue;
1453 } 1165 }
1454 1166
1455 if (op->contr->mode & PU_POTION) 1167 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1168 if (tmp->type == POTION)
1457 { 1169 {
1458 pick_up (op, tmp); 1170 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1171 continue;
1462 } 1172 }
1463 1173
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1174 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1175 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1176 if (tmp->type == SPELLBOOK)
1467 { 1177 {
1468 pick_up (op, tmp); 1178 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1179 continue;
1472 } 1180 }
1181
1473 if (op->contr->mode & PU_SKILLSCROLL) 1182 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1183 if (tmp->type == SKILLSCROLL)
1475 { 1184 {
1476 pick_up (op, tmp); 1185 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1186 continue;
1480 } 1187 }
1188
1481 if (op->contr->mode & PU_READABLES) 1189 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1191 {
1484 pick_up (op, tmp); 1192 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1193 continue;
1488 } 1194 }
1489 1195
1490 /* wands/staves/rods/horns */ 1196 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1199 {
1494 pick_up (op, tmp); 1200 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1201 continue;
1498 } 1202 }
1499 1203
1500 /* pick up all magical items */ 1204 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1205 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1207 {
1504 pick_up (op, tmp); 1208 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1209 continue;
1508 } 1210 }
1509 1211
1510 if (op->contr->mode & PU_VALUABLES) 1212 if (op->contr->mode & PU_VALUABLES)
1511 { 1213 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1215 {
1514 pick_up (op, tmp); 1216 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1217 continue;
1518 } 1218 }
1519 } 1219 }
1520 1220
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1221 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1222 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1223 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1224 {
1525 pick_up (op, tmp); 1225 pick_up (op, tmp);
1226 continue;
1526 if (0) 1227 }
1527 fprintf (stderr, "JEWELS\n"); 1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1528 continue; 1234 continue;
1529 } 1235 }
1530 1236
1531 /* bows and arrows. Bows are good for selling! */ 1237 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1238 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1239 if (tmp->type == BOW)
1534 { 1240 {
1535 pick_up (op, tmp); 1241 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1242 continue;
1539 } 1243 }
1244
1540 if (op->contr->mode & PU_ARROW) 1245 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1246 if (tmp->type == ARROW)
1542 { 1247 {
1543 pick_up (op, tmp); 1248 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1249 continue;
1547 } 1250 }
1548 1251
1549 /* all kinds of armor etc. */ 1252 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1253 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1254 if (tmp->type == ARMOUR)
1552 { 1255 {
1553 pick_up (op, tmp); 1256 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1257 continue;
1557 } 1258 }
1259
1558 if (op->contr->mode & PU_HELMET) 1260 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1261 if (tmp->type == HELMET)
1560 { 1262 {
1561 pick_up (op, tmp); 1263 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1264 continue;
1565 } 1265 }
1266
1566 if (op->contr->mode & PU_SHIELD) 1267 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1268 if (tmp->type == SHIELD)
1568 { 1269 {
1569 pick_up (op, tmp); 1270 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1271 continue;
1573 } 1272 }
1273
1574 if (op->contr->mode & PU_BOOTS) 1274 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1275 if (tmp->type == BOOTS)
1576 { 1276 {
1577 pick_up (op, tmp); 1277 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1278 continue;
1581 } 1279 }
1280
1582 if (op->contr->mode & PU_GLOVES) 1281 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1282 if (tmp->type == GLOVES)
1584 { 1283 {
1585 pick_up (op, tmp); 1284 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1285 continue;
1589 } 1286 }
1287
1590 if (op->contr->mode & PU_CLOAK) 1288 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1289 if (tmp->type == CLOAK)
1592 { 1290 {
1593 pick_up (op, tmp); 1291 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1292 continue;
1597 } 1293 }
1598 1294
1599 /* hoping to catch throwing daggers here */ 1295 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1296 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1298 {
1603 pick_up (op, tmp); 1299 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1300 continue;
1607 } 1301 }
1608 1302
1609 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1307 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1310 {
1617 pick_up (op, tmp); 1311 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1312 continue;
1621 } 1313 }
1622 } 1314 }
1315
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1317 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 { 1319 {
1627 pick_up (op, tmp); 1320 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1321 continue;
1631 } 1322 }
1632 } 1323 }
1633 } 1324 }
1634 1325
1635 /* misc stuff that's useful */ 1326 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1327 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1329 {
1639 pick_up (op, tmp); 1330 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1331 continue;
1643 } 1332 }
1644 1333
1645 /* any of the last 4 bits set means we use the ratio for value 1334 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1335 * pickups */
1668 continue; 1357 continue;
1669 } 1358 }
1670 } 1359 }
1671 } /* the new pickup model */ 1360 } /* the new pickup model */
1672 } 1361 }
1362
1673 return !stop; 1363 return !stop;
1674} 1364}
1675 1365
1676/* 1366/*
1677 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1679 * found object is returned. 1369 * found object is returned.
1680 */ 1370 */
1681object * 1371object *
1682find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1683{ 1373{
1684 object *tmp = NULL; 1374 object *tmp = 0;
1685 1375
1686 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1687 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1688 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1690 return op; 1380 return op;
1381
1691 return tmp; 1382 return tmp;
1692} 1383}
1693 1384
1694/* 1385/*
1695 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1699 */ 1390 */
1700
1701object * 1391object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1703{ 1393{
1704 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1771 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1462 * op = the shooter
1773 * type = bow->race 1463 * type = bow->race
1774 * dir = fire direction 1464 * dir = fire direction
1775 */ 1465 */
1776
1777object * 1466object *
1778pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1779{ 1468{
1780 object *tmp = NULL; 1469 object *tmp = NULL;
1781 mapstruct *m; 1470 maptile *m;
1782 int i, mflags, found, number; 1471 int i, mflags, found, number;
1783 sint16 x, y; 1472 sint16 x, y;
1784 1473
1785 if (op->map == NULL) 1474 if (op->map == NULL)
1786 return find_arrow (op, type); 1475 return find_arrow (op, type);
1846 */ 1535 */
1847int 1536int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1538{
1850 object *left, *bow; 1539 object *left, *bow;
1851 tag_t left_tag, tag; 1540 int mflags;
1852 int bowspeed, mflags; 1541 maptile *m;
1853 mapstruct *m;
1854 1542
1855 if (!dir) 1543 if (!dir)
1856 { 1544 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1546 return 0;
1859 } 1547 }
1860 if (op->type == PLAYER) 1548
1861 bow = op->contr->ranges[range_bow]; 1549 if (player *pl = op->contr)
1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1862 else 1555 else
1863 { 1556 {
1864 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1865 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1866 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1871 if (!bow) 1564 if (!bow)
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 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1876 } 1577 }
1578
1877 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1878 { 1580 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1582 return 0;
1881 } 1583 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890 1584
1891 if (arrow == NULL) 1585 if (arrow == NULL)
1892 { 1586 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1588 {
1895 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1896 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 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 */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1898 else 1592 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1900 return 0; 1595 return 0;
1901 } 1596 }
1902 } 1597 }
1598
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1601 return 0;
1907 } 1602
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1604 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1606 return 0;
1912 } 1607 }
1913 1608
1914 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1916 { 1611 {
1917 remove_ob (arrow); 1612 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1613 return 0;
1920 } 1614 }
1921 1615
1922 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1618 if (!arrow)
1926 { 1619 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1621 return 0;
1929 } 1622 }
1930 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1626 arrow->direction = dir;
1934 arrow->x = sx; 1627
1935 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1936 1661
1937 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1938 { 1663 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
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
1956 /* update the speed */
1957 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;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1972 } 1671 }
1973 else 1672 else
1974 { 1673 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1674 arrow->level = op->level;
1978 } 1675 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1676
1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1980 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1681 }
1982 arrow->slaying = bow->slaying;
1983 1682
1984 arrow->map = m; 1683 wc -= arrow->level;
1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1985 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1689
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1989 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1692
1992 if (!was_destroyed (arrow, tag)) 1693 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1694 move_arrow (arrow);
1994 1695
1995 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1996 { 1697 {
1997 if (was_destroyed (left, left_tag)) 1698 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1999 else 1700 else
2000 esrv_send_item (op, left); 1701 esrv_send_item (op, left);
2001 } 1702 }
1703
2002 return 1; 1704 return 1;
2003} 1705}
2004 1706
2005/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1708 * account the special fire modes players can have
2014{ 1716{
2015 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
2016 1718
2017 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
2018 { 1720 {
2019 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2020 } 1722 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 { 1724 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1726 wcmod = -1;
1727
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 } 1729 }
2027 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
2028 { 1731 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2033 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1737 {
2035 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2037 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2038
2039 } 1741 }
2040 else 1742 else
2041 { 1743 {
2042 /* Simple case */ 1744 /* Simple case */
2043 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 } 1746 }
1747
2045 return ret; 1748 return ret;
2046} 1749}
2047 1750
2048 1751
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2051 */ 1754 */
2052void 1755void
2053fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2054{ 1757{
2055 object *item; 1758 object *item = op->contr->ranged_ob;
2056 1759
2057 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2058 { 1761 {
2059 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2060 return; 1763 return;
2061 } 1764 }
2062 1765
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1766 if (!item->inv)
2065 { 1767 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1769 return;
2068 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2069 if (item->type == WAND) 1775 if (item->type == WAND)
2070 { 1776 {
2071 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2072 { 1778 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2075 return; 1782 return;
2076 } 1783 }
2077 } 1784 }
2078 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2079 { 1786 {
2080 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2081 { 1788 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2083 if (item->type == ROD) 1791 if (item->type == ROD)
2084 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085 else 1793 else
2086 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2087 return; 1796 return;
2088 } 1797 }
2089 } 1798 }
2090 1799
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2099 1808
2100 if (item->arch) 1809 if (item->arch)
2101 { 1810 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2104 item->speed = 0; 1813 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1814 }
1815
2107 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1818 }
2110 } 1819 }
2111 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1821 drain_rod_charge (item);
2114 }
2115 } 1822 }
2116} 1823}
2117 1824
2118/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2119 */ 1826 */
2124 1831
2125 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2127 make_visible (op); 1834 make_visible (op);
2128 1835
2129 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2130 { 1839 {
2131 case range_none: 1840 control_golem (op->contr->golem, dir);
2132 return; 1841 return;
1842 }
2133 1843
2134 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2135 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2136 return; 1853 break;
2137 1854
2138 case range_magic: /* Casting spells */ 1855 case SPELL:
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2140 return; 1857 break;
2141 1858
2142 case range_misc: 1859 case BUILDER:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 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);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir); 1860 apply_map_builder (op, dir);
2168 return; 1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
2169 default: 1868 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1869 fire_misc_object (op, dir);
2171 return; 1870 break;
2172 } 1871 }
2173} 1872}
2174
2175
2176 1873
2177/* find_key 1874/* find_key
2178 * We try to find a key for the door as passed. If we find a key 1875 * 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 1876 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2182 * pl is the player, 1879 * pl is the player,
2183 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2186 */ 1883 */
2187
2188object * 1884object *
2189find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2190{ 1886{
2191 object *tmp, *key; 1887 object *tmp, *key;
2192 1888
2193 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1890 if (!container->inv)
2195 return NULL; 1891 return 0;
2196 1892
2197 /* First, lets try to find a key in the top level inventory */ 1893 /* First, lets try to find a key in the top level inventory */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1895 {
2200 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1897 break;
2202 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2204 */ 1900 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1902 break;
2207 } 1903 }
1904
2208 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2209 /* If we find and use a key in an inventory, return at that time. 1906 /* 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 1907 * otherwise, if we search all the inventories and still don't find
2211 * a key, return 1908 * a key, return
2212 */ 1909 */
2213 if (!tmp) 1910 if (!tmp)
2214 { 1911 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 { 1913 {
2217 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2219 { 1916 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2221 return key; 1918 return key;
2222 } 1919 }
2223 } 1920 }
1921
2224 if (!tmp) 1922 if (!tmp)
2225 return NULL; 1923 return NULL;
2226 } 1924 }
1925
2227 /* We get down here if we have found a key. Now if its in a container, 1926 /* 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 1927 * see if we actually want to use it
2229 */ 1928 */
2230 if (pl != container) 1929 if (pl != container)
2231 { 1930 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 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)); 1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254 return NULL; 1953 return NULL;
2255 } 1954 }
2256 } 1955 }
1956
2257 return tmp; 1957 return tmp;
2258} 1958}
2259 1959
2260/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2263 * 0 otherwise 1963 * 0 otherwise
2264 */ 1964 */
2265static int 1965static int
2266player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2267{ 1967{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* 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 - 1969 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2272 */ 1971 */
2273 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2276 if (key) 1975 if (key)
2277 { 1976 {
2278 object *container = key->env; 1977 object *container = key->env;
2279 1978
2280 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
2281 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2282 make_visible (op); 1982 make_visible (op);
1983
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2285 if (door->type == DOOR) 1987 if (door->type == DOOR)
2286 {
2287 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2290 { 1990 {
2291 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1991 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 ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2293 } 1993 }
1994
2294 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2297 if (container != op) 1998 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2299 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2300 } 2002 }
2301 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2302 { 2004 {
2303 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2305 return 1; 2007 return 1;
2306 } 2008 }
2009
2307 return 0; 2010 return 0;
2308} 2011}
2309 2012
2310/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2015 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2016 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2017 * going to try and move (not fire weapons).
2315 */ 2018 */
2316
2317void 2019void
2318move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2319{ 2021{
2320 object *tmp, *mon; 2022 object *tmp, *mon;
2321 sint16 nx, ny;
2322 int on_battleground; 2023 int on_battleground;
2323 mapstruct *m; 2024 maptile *m;
2324 2025
2325 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2327 2028
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2329 2030
2330 /* If braced, or can't move to the square, and it is not out of the 2031 /* 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 2032 * 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 2033 * 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 2034 * player. This is a pretty nasty hack, because if we could
2338 */ 2039 */
2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2340 { 2041 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 { 2043 {
2343 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2344 if (!m) 2045 if (!m)
2345 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2346 } 2047 }
2347 else 2048 else
2348 m = op->map; 2049 m = op->map;
2349 2050
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 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; 2052 return;
2354 }
2355 2053
2356 mon = NULL; 2054 mon = 0;
2357 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space 2058 * on the space
2361 */ 2059 */
2362 while (tmp != NULL) 2060 while (tmp)
2363 { 2061 {
2364 if (tmp == op) 2062 if (tmp == op)
2365 { 2063 {
2366 tmp = tmp->above; 2064 tmp = tmp->above;
2367 continue; 2065 continue;
2368 } 2066 }
2067
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2069 {
2371 mon = tmp; 2070 mon = tmp;
2372 break; 2071 break;
2373 } 2072 }
2073
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2075 mon = tmp;
2076
2376 tmp = tmp->above; 2077 tmp = tmp->above;
2377 } 2078 }
2378 2079
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2081 return; /* into a wall */
2381 2082
2382 if (mon->head != NULL) 2083 if (mon->head)
2383 mon = mon->head; 2084 mon = mon->head;
2384 2085
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2387 return; 2088 return;
2399 * player owns it and it is either friendly or unagressive. 2100 * player owns it and it is either friendly or unagressive.
2400 */ 2101 */
2401 if ((op->type == PLAYER) 2102 if ((op->type == PLAYER)
2402#if COZY_SERVER 2103#if COZY_SERVER
2403 && 2104 &&
2404 ((get_owner (mon) && get_owner (mon)->contr 2105 ((mon->owner && mon->owner->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2406#else 2107#else
2407 && get_owner (mon) == op 2108 && mon->owner == op
2408#endif 2109#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2111 {
2411 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2113 if (op->contr->braced)
2413 return; 2114 return;
2115
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2415 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2119 make_visible (op);
2120
2418 return; 2121 return;
2419 } 2122 }
2420 2123
2421 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2424 * attack them either. 2127 * attack them either.
2425 */ 2128 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2428#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2429 (op->contr->peaceful 2132 (op->contr->peaceful
2430 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2431 && mon->contr-> 2134 && mon->contr->
2432 peaceful)) && 2135 peaceful)) &&
2433#else 2136#else
2434 op->contr->peaceful && 2137 op->contr->peaceful &&
2435#endif 2138#endif
2436 !on_battleground)) 2139 !on_battleground))
2437 { 2140 {
2438 if (!op->contr->braced) 2141 if (!op->contr->braced)
2439 { 2142 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2441 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2442 } 2145 }
2443 else 2146 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2148
2447 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2150 make_visible (op);
2449 } 2151 }
2450 2152
2451 /* If the object is a boulder or other rollable object, then 2153 /* 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 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2466 */ 2168 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 2171 {
2471
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2478 {
2479 op->speed_left += op->speed / op->contr->weapon_sp;
2480 2173
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 }
2483
2484 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2485 2175
2486 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2489 * the wiz. 2179 * the wiz.
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 { 2182 {
2493 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2494 2184
2495 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2497 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2498 } 2188 }
2189
2499 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2500 make_visible (op); 2191 make_visible (op);
2501 } 2192 }
2502 } /* if player should attack something */ 2193 } /* if player should attack something */
2503} 2194}
2505int 2196int
2506move_player (object *op, int dir) 2197move_player (object *op, int dir)
2507{ 2198{
2508 int pick; 2199 int pick;
2509 2200
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2202 return 0;
2512 2203
2513 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2515 { 2206 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2208 return 0;
2518 } 2209 }
2519 2210
2520 /* peterm: added following line */ 2211 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2214
2524 op->facing = dir; 2215 op->facing = dir;
2525 2216
2526 if (op->hide) 2217 if (op->hide)
2527 do_hidden_move (op); 2218 do_hidden_move (op);
2538 2229
2539 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2231 * server can handle repeat firing.
2541 */ 2232 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2234 op->direction = dir;
2545 }
2546 else 2235 else
2547 {
2548 op->direction = 0; 2236 op->direction = 0;
2549 } 2237
2550 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2240 * for players.
2553 */ 2241 */
2554 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2563 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2564 */ 2252 */
2565int 2253int
2566handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2567{ 2255{
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)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2257 {
2590 flee_player (op); 2258 flee_player (op);
2259
2591 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2592 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2593 { 2262 {
2594 op->speed_left--; 2263 --op->speed_left;
2595 return 0; 2264 return 0;
2596 } 2265 }
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 } 2266 }
2610 2267
2611 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2270 * called, so we recheck it here.
2614 */ 2271 */
2615 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2616 if (op->speed_left < 0)
2617 return 0; 2273 return 1;
2618 2274
2275 if (op->speed_left > 0.f)
2276 {
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2278 {
2621 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--; 2280 --op->speed_left;
2623 2281
2624 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2627 */ 2285 */
2628 move_player (op, op->direction); 2286 move_player (op, op->direction);
2629 if (op->speed_left > 0) 2287
2630 return 1; 2288 return op->speed_left > 0.f;
2631 else 2289 }
2632 return 0;
2633 } 2290 }
2291
2634 return 0; 2292 return 0;
2635} 2293}
2636 2294
2637int 2295int
2638save_life (object *op) 2296save_life (object *op)
2639{ 2297{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2299 return 0;
2644 2300
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2303 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2304 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)); 2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2650 if (op->contr) 2307 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2308 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2309
2653 free_object (tmp); 2310 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312
2655 if (op->stats.hp < 0) 2313 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2315
2657 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2658 op->stats.food = 999; 2317 op->stats.food = 999;
2659 fix_player (op); 2318
2319 op->update_stats ();
2660 return 1; 2320 return 1;
2661 } 2321 }
2322
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2325 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2326 return 0;
2666} 2327}
2671 * from. 2332 * from.
2672 */ 2333 */
2673void 2334void
2674remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2675{ 2336{
2676 object *next;
2677
2678 while (op) 2337 while (op)
2679 { 2338 {
2680 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2681 * we remove object 'op' 2340
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2342 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2691 } 2347 }
2692 else if (op->inv) 2348 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2350
2694 op = next; 2351 op = next;
2695 } 2352 }
2696} 2353}
2697
2698 2354
2699/* 2355/*
2700 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2369 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2372 else
2717 sprintf (buf, "%s\n", &op->name); 2373 sprintf (buf, "%s\n", &op->name);
2374
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2376 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2378 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2379 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2383 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2727 { 2385 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2388 strcat (buf2, buf);
2731 } 2389 }
2390
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2393 strcat (buf2, buf);
2394
2735 return buf2; 2395 return buf2;
2736} 2396}
2737
2738
2739 2397
2740void 2398void
2741do_some_living (object *op) 2399do_some_living (object *op)
2742{ 2400{
2743 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2407 int rate_grace = 2000;
2750 const int max_hp = 1; 2408 const int max_hp = 1;
2751 const int max_sp = 1; 2409 const int max_sp = 1;
2752 const int max_grace = 1; 2410 const int max_grace = 1;
2753 2411
2754 if (op->contr->outputs_sync) 2412 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 } 2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2760 2430
2761 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2762 { 2432 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2437 else
2769 { 2438 {
2770 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2441 }
2442
2773 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2445 else
2776 { 2446 {
2777 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2449 }
2450
2780 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2453 else
2783 { 2454 {
2784 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2457 }
2787 2458
2788 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2790 { 2461 {
2791 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 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) 2463 if (op->stats.sp < op->stats.maxsp)
2793 { 2464 {
2794 op->stats.sp++; 2465 op->stats.sp++;
2800 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food; 2473 op->stats.food = last_food;
2803 } 2474 }
2804 } 2475 }
2476
2805 if (max_sp > 1) 2477 if (max_sp > 1)
2806 { 2478 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2480 if (over_sp > 0)
2809 { 2481 {
2810 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2811 { 2483 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--; 2487 op->stats.sp--;
2488
2815 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2817 } 2491 }
2818 op->last_sp = 0; 2492 op->last_sp = 0;
2819 } 2493 }
2820 else 2494 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 } 2496 }
2825 else 2497 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 } 2499 }
2830 2500
2831 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2834 { 2504 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2837 if (max_grace > 1) 2508 if (max_grace > 1)
2838 { 2509 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2511 if (over_grace > 0)
2841 { 2512 {
2869 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2542 op->stats.food = last_food;
2872 } 2543 }
2873 } 2544 }
2545
2874 if (max_hp > 1) 2546 if (max_hp > 1)
2875 { 2547 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2549 if (over_hp > 0)
2878 { 2550 {
2902 2574
2903 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2905 else 2577 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2907 /* dms do not consume food */ 2580 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2582 op->stats.food--;
2910 } 2583 }
2911 }
2912 2584
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2586 {
2915 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2916 2588
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 { 2590 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2922 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2598 break;
2927 } 2599 }
2928 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2929 flesh = tmp; 2601 flesh = tmp;
2930 } /* End if paid for object */ 2602 } /* End if paid for object */
2931 } /* end of for loop */ 2603 } /* end of for loop */
2604
2932 /* If player is still starving, it means they don't have any food, so 2605 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2606 * eat flesh instead.
2934 */ 2607 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2609 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2939 } 2612 }
2940 } /* end if player is starving */ 2613 }
2941 2614
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2944 2617
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2946 kill_player (op); 2619 kill_player (op);
2620 }
2947} 2621}
2948
2949
2950 2622
2951/* If the player should die (lack of hp, food, etc), we call this. 2623/* 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 2624 * 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 2625 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2626 * file.
2958{ 2630{
2959 char buf[MAX_BUF]; 2631 char buf[MAX_BUF];
2960 int x, y; 2632 int x, y;
2961 2633
2962 //int i; 2634 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2635 maptile *map; /* this is for resurrection */
2964 2636
2965 /* int z; 2637 /* int z;
2966 int num_stats_lose; 2638 int num_stats_lose;
2967 int lost_a_stat; 2639 int lost_a_stat;
2968 int lose_this_stat; 2640 int lose_this_stat;
2983 { 2655 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2656 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..."); 2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2658
2987 /* restore player */ 2659 /* restore player */
2988 at = find_archetype ("poisoning"); 2660 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2662 {
2992 remove_ob (tmp); 2663 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2665 }
2996 2666
2997 at = find_archetype ("confusion"); 2667 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2669 {
3001 remove_ob (tmp); 2670 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2672 }
3005 2673
3006 cure_disease (op, 0); /* remove any disease */ 2674 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2677 op->stats.food = 999;
3010 2678
3011 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2681 {
3015 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2683 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2685 " 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); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2687 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2691 }
3026 2692
3027 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2695 op->contr->braced = 0;
3034 2700
3035 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
3036 2702
3037 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
3038 { 2704 {
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); 2705 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
3048 } 2707 }
3049 else 2708 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); 2709 sprintf (buf, "%s died.", &op->name);
3059 } 2710
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 2712
3062 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3063 x = op->x; 2714 x = op->x;
3064 y = op->y; 2715 y = op->y;
3065 map = op->map; 2716 map = op->map;
3066 2717
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat. 2719 * 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. 2720 * See the config.h file for a little more in depth detail about this.
3073 */ 2721 */
3074 2722
3075 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2725 * of death.
3078 */ 2726 */
3079#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3081 { 2729 {
3082 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer 2731 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */ 2732 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2735 little bit harder. */
3088 /* GD */ 2736 /* GD */
3089 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2738 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2739 else
3095 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3096 num_stats_lose = 1; 2743 num_stats_lose = 1;
3097 } 2744
3098 lost_a_stat = 0; 2745 lost_a_stat = 0;
3099 2746
3100 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3101 { 2748 {
3102 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3103 2750
3104 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
2752 {
2753 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost.
2755 */
2756 change_attr_value (&(op->stats), i, -1);
2757 check_stat_bounds (&(op->stats));
2758 change_attr_value (&(op->contr->orig_stats), i, -1);
2759 check_stat_bounds (&(op->contr->orig_stats));
2760 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2761 lost_a_stat = 1;
2762 }
2763 else
2764 {
2765 /* deplete a stat */
2766 archetype *deparch = archetype::find ("depletion");
2767 object *dep;
2768
2769 dep = present_arch_in_ob (deparch, op);
2770 if (!dep)
3105 { 2771 {
3106 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3107 * what he lost. 2773 insert_ob_in_ob (dep, op);
3108 */
3109 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1;
3115 } 2774 }
3116 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3117 { 2777 {
3118 /* deplete a stat */ 2778 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3120 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3121 2781 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2782 {
3125 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3127 } 2785
3128 lose_this_stat = 1; 2786 /* 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) 2787 if (keep_chance < 1)
2788 keep_chance = 1;
2789
2790 /* There is a maximum depletion total per level. */
2791 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2792 {
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; 2793 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2795 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 } 2796 }
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 */ 2797 else
3170 if (this_stat >= -50)
3171 { 2798 {
3172 change_attr_value (&(dep->stats), i, -1); 2799 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; 2800 lose_this_stat = 0;
2801 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2802 this_stat, keep_chance, loss_chance,
2803 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2804 }
3178 } 2805 }
3179 } 2806 }
2807
2808 if (lose_this_stat)
2809 {
2810 this_stat = get_attr_value (&(dep->stats), i);
2811 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a
2815 * difference.
2816 */
2817 if (this_stat >= -50)
2818 {
2819 change_attr_value (&(dep->stats), i, -1);
2820 SET_FLAG (dep, FLAG_APPLIED);
2821 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2822 op->update_stats ();
2823 lost_a_stat = 1;
2824 }
3180 } 2825 }
2826 }
2827 }
3181 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2829 if (!lost_a_stat)
3183 { 2830 {
3184 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3187 2834
3188 if (god && (strcmp (god, "none"))) 2835 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); 2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2837 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2839 }
2840#else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2842#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 2843
3196 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2845 * exp loss on the stone.
3198 */ 2846 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2849 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2851 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); 2852 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; 2853 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2856
3209 /**************************************/ 2857 /**************************************/
3210 /* */ 2858 /* */
3211 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3214 /* */ 2862 /* */
3215
3216 /**************************************/ 2863 /**************************************/
3217 2864
3218 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2866 /* restore player */
3220 at = find_archetype ("poisoning"); 2867 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
2869
3222 if (tmp) 2870 if (tmp)
3223 { 2871 {
3224 remove_ob (tmp); 2872 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2874 }
3228 2875
3229 at = find_archetype ("confusion"); 2876 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2878 if (tmp)
3232 { 2879 {
3233 remove_ob (tmp); 2880 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2882 }
2883
3237 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3238 2885
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3242 op->stats.food = 900; 2889 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2893
3247 /* 2894 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2895 * 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 2896 * and put them back in the map.
3250 * in the map. 2897 */
3251 */
3252
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3255 2899
3256 /****************************************/ 2900 /****************************************/
3257 /* */ 2901 /* */
3258 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3260 /* */ 2904 /* */
3261
3262 /****************************************/ 2905 /****************************************/
3263 2906
3264 enter_player_savebed (op); 2907 enter_player_savebed (op);
3265 2908
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2909 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2910
3272 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2914 * on the space that might harm the player.
3276 */ 2915 */
3277 will_kill_again = 0; 2916 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2917 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3282 } 2920
3283 if (will_kill_again) 2921 if (will_kill_again)
3284 { 2922 {
3285 object *force; 2923 object *force;
3286 int at; 2924 int at;
3287 2925
3288 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2928 force->speed = 0.1f;
3291 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2933 force->resist[at] = 100;
3297 } 2934
3298 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3299 fix_player (op); 2936 op->update_stats ();
3300 2937
3301 } 2938 }
3302 2939
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 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} 2941}
3372
3373 2942
3374void 2943void
3375loot_object (object *op) 2944loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3378 2947
3379 if (op->container) 2948 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2949
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3385 { 2951 {
3386 next = tmp->below; 2952 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2953
2954 if (tmp->invisible)
3388 continue; 2955 continue;
3389 remove_ob (tmp); 2956
2957 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3391 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2962
3394 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3396 { 2964 {
3397 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3398 { 2966 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2968 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2969 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2970 }
3403 else 2971 else
3404 free_object (tmp); 2972 tmp->destroy ();
3405 } 2973 }
3406 else 2974 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2975 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2976 }
3409} 2977}
3411/* 2979/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3413 * what needs to be fixed. Refresh windows and fix speed if anything 2981 * what needs to be fixed. Refresh windows and fix speed if anything
3414 * was changed. 2982 * was changed.
3415 */ 2983 */
3416
3417void 2984void
3418fix_weight (void) 2985fix_weight (void)
3419{ 2986{
3420 player *pl; 2987 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2988 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 2990
3426 if (old == sum) 2991 if (old == sum)
3427 continue; 2992 continue;
3428 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 } 2995 }
3431} 2996}
3432 2997
3433void 2998void
3434fix_luck (void) 2999fix_luck (void)
3435{ 3000{
3436 player *pl; 3001 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3441} 3004}
3442
3443 3005
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3447 */ 3009 */
3448
3449void 3010void
3450cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3451{ 3012{
3452 object *skop, *spob; 3013 object *skop, *spob;
3453 3014
3474 if (op->type == PLAYER) 3035 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3036 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3037
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3038 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3039
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3040 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3041}
3483 3042
3484void 3043void
3485make_visible (object *op) 3044make_visible (object *op)
3486{ 3045{
3489 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3490 { 3049 {
3491 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3493 } 3052 }
3053
3494 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3495} 3055}
3496 3056
3497int 3057int
3498is_true_undead (object *op) 3058is_true_undead (object *op)
3499{ 3059{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 3061 return 1;
3504 3062
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; 3063 return 0;
3511} 3064}
3512 3065
3513/* look at the surrounding terrain to determine 3066/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3067 * the hideability of this object. Positive levels
3570 3123
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3125
3573 /* its *extremely* hard to run and sneak/hide at the same time! */ 3126 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3577 { 3129 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op); 3131 make_visible (op);
3580 return; 3132 return;
3581 } 3133 }
3582 else 3134 else
3583 num += 20; 3135 num += 20;
3584 } 3136
3585 num += op->map->difficulty; 3137 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3139 num -= hide;
3140
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3142 {
3590 make_visible (op); 3143 make_visible (op);
3591 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 } 3146 }
3594 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598} 3149}
3599 3150
3600/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3601 3152
3602int 3153int
3603stand_near_hostile (object *who) 3154stand_near_hostile (object *who)
3604{ 3155{
3605 object *tmp = NULL; 3156 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3157 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3158 maptile *m;
3608 sint16 x, y; 3159 sint16 x, y;
3609 3160
3610 if (!who) 3161 if (!who)
3611 return 0; 3162 return 0;
3612 3163
3629 if (mflags & P_OUT_OF_MAP) 3180 if (mflags & P_OUT_OF_MAP)
3630 continue; 3181 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3182 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3183 continue;
3633 3184
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3185 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3186 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3187 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3188 return 1;
3638 else if (tmp->type == PLAYER) 3189 else if (tmp->type == PLAYER)
3639 { 3190 {
3669 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3670 { 3221 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3223 return -1;
3673 } 3224 }
3225
3674 if (!pl || !op) 3226 if (!pl || !op)
3675 return 0; 3227 return 0;
3676 3228
3677 if (op->head)
3678 {
3679 op = op->head; 3229 op = op->head_ ();
3680 } 3230
3681 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3682 3232
3683 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3234 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3693 3243
3694 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3245 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3246 * for any meaningful values.
3697 */ 3247 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3251 return 1;
3702 op = op->more; 3252 op = op->more;
3703 } 3253 }
3704 return 0; 3254 return 0;
3705} 3255}
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3353 int i = 0, j = 0;
3804 3354
3805 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3808 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3810 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3812 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3814 3364
3815 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3816 return; 3366 return;
3817 3367
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3369
3820 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3821 { 3371 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3373 return;
3824 } 3374 }
3825 3375
3891 { 3441 {
3892 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3443 object *skin;
3894 3444
3895 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 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); 3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3448 ;
3449
3897 if (skin == NULL) 3450 if (!skin)
3898 return; 3451 return;
3899 3452
3900 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3455 {
3947 * not readied. 3500 * not readied.
3948 */ 3501 */
3949void 3502void
3950player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3951{ 3504{
3952 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3953 3507
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3955 { 3509 pl->combat_ob = 0;
3510
3956 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3957 { 3512 pl->ranged_ob = 0;
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 3513}
3514
3515sint8
3516player::visibility_at (maptile *map, int x, int y) const
3517{
3518 if (!ns)
3519 return 0;
3520
3521 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0;
3524
3525 x += dx - ns->current_x + ns->mapx / 2;
3526 y += dy - ns->current_y + ns->mapy / 2;
3527
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y];
3532}

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