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Comparing deliantra/server/server/player.C (file contents):
Revision 1.21 by root, Tue Sep 12 19:20:08 2006 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 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
321/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
323 * mode. 371 * mode.
324 */ 372 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
330 377
331 p = get_player (NULL); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 379
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 380 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 381 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 382 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 383
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 384 set_first_map (pl->ob);
343 385
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 386 return pl;
351} 387}
352 388
353/* 389/*
354 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
364 { 400 {
365 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
366 at = first_archetype; 402 at = first_archetype;
367 else 403 else
368 at = at->next; 404 at = at->next;
405
369 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
370 return at; 407 return at;
408
371 if (at == start) 409 if (at == start)
372 { 410 {
373 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 412 exit (-1);
375 } 413 }
376 } 414 }
377} 415}
378 416
379
380object * 417object *
381get_nearest_player (object *mon) 418get_nearest_player (object *mon)
382{ 419{
383 object *op = NULL; 420 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 421 objectlink *ol;
386 unsigned lastdist; 422 unsigned lastdist;
387 rv_vector rv; 423 rv_vector rv;
388 424
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 426 {
391 /* 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
392 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 434 object *tmp = ol->ob;
399 435
400 /* 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
401 * itself will have been cleared. 437 * itself will have been cleared.
402 */ 438 */
403 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 ());
404 ol = ol->next; 441 ol = ol->next;
405 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
406 if (!ol) 443 if (!ol)
407 return op; 444 return op;
408 } 445 }
421 { 458 {
422 op = ol->ob; 459 op = ol->ob;
423 lastdist = rv.distance; 460 lastdist = rv.distance;
424 } 461 }
425 } 462 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 463
427 { 464 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
432 { 467 {
433 op = pl->ob; 468 op = pl->ob;
434 lastdist = rv.distance; 469 lastdist = rv.distance;
435 } 470 }
436 } 471
437 }
438#if 0 472#if 0
439 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)");
440#endif 474#endif
441 return op; 475 return op;
442} 476}
460 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 496 * is probably not a good thing.
463 */ 497 */
464#define MAX_SPACES 50 498#define MAX_SPACES 50
465
466 499
467/* 500/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 522path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 523{
491 rv_vector rv; 524 rv_vector rv;
492 sint16 x, y; 525 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 527 maptile *m, *lastmap;
495 528
496 get_rangevector (mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
497 530
498 if (rv.distance < mindiff) 531 if (rv.distance < mindiff)
499 return 0; 532 return 0;
501 x = mon->x; 534 x = mon->x;
502 y = mon->y; 535 y = mon->y;
503 m = mon->map; 536 m = mon->map;
504 dir = rv.direction; 537 dir = rv.direction;
505 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 */
506 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
507 /* 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. */
508 if (diff > max) 542 if (diff > max)
509 return 0; 543 return 0;
544
510 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
511 { 546 {
512 lastx = x; 547 lastx = x;
513 lasty = y; 548 lasty = y;
514 lastmap = m; 549 lastmap = m;
596 max--; 631 max--;
597 lastdir = dir; 632 lastdir = dir;
598 if (!firstdir) 633 if (!firstdir)
599 firstdir = dir; 634 firstdir = dir;
600 } 635 }
636
601 if (diff <= 1) 637 if (diff <= 1)
602 { 638 {
603 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 640 * headed toward player for entire distance.
605 */ 641 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 644 }
645
609 if (diff > max) 646 if (diff > max)
610 return 0; 647 return 0;
611 } 648 }
649
612 /* 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 */
613 if (!max) 651 if (!max)
614 return 0; 652 return 0;
615 653
616 return firstdir; 654 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 685 {
648 remove_ob (op); 686 op->destroy ();
649 free_object (op);
650 continue; 687 continue;
651 } 688 }
652 } 689 }
653 690
654 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
666 break; 703 break;
667 704
668 if (tmp) 705 if (tmp)
669 { 706 {
670 remove_ob (op); 707 op->destroy ();
671 free_object (op);
672 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);
673 continue; 709 continue;
674 } 710 }
711
675 if (op->nrof > 1) 712 if (op->nrof > 1)
676 op->nrof = 1; 713 op->nrof = 1;
677 } 714 }
678 715
679 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 730 }
694 if (op->type == SPELL) 731 if (op->type == SPELL)
695 { 732 {
696 remove_ob (op); 733 op->destroy ();
697 free_object (op);
698 continue; 734 continue;
699 } 735 }
700 else if (op->type == SKILL) 736 else if (op->type == SKILL)
701 { 737 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
712 link_player_skills (pl); 748 link_player_skills (pl);
713} 749}
714 750
715void 751void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
800{ 753{
801 if (party == NULL) 754 if (party == NULL)
802 { 755 {
803 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);
804 return; 757 return;
805 } 758 }
759
806 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
809 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:");
810} 764}
811
812 765
813/* 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. */
814int 767static int
815roll_stat (void) 768roll_stat (void)
816{ 769{
817 int a[4], i, j, k; 770 int a[4], i, j, k;
818 771
819 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
821 774
822 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 776 if (a[i] < k)
824 k = a[i], j = i; 777 k = a[i], j = i;
825 778
826 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 780 if (i != j)
829 k += a[i]; 781 k += a[i];
830 } 782
831 return k; 783 return k;
832} 784}
833 785
834void 786void
835roll_stats (object *op) 787object::roll_stats ()
836{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
837 int sum = 0; 793 int sum = 0;
838 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
840 796
841 do 797 if (sum >= 82 && sum <= 116)
798 break;
842 { 799 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 800
854 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 803
863 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
864 do 805 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 806
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 807 stats.exp = 0;
899 op->stats.ac = 0; 808 stats.ac = 0;
900 809
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
910} 822}
911 823
912void 824void
913Roll_Again (object *op) 825object::swap_stats (int a, int b)
914{ 826{
915 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 828
920void 829 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 856{
923 signed char tmp;
924 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
925 858
926 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 863}
1041 864
1042/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1046 * not the class. 869 * not the class.
1047 */ 870 */
1048 871void
1049int 872player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 873{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1068 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1070 883
1071 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1072 885
1073 if (op->msg) 886 if (ob->msg)
1074 op->msg = NULL; 887 ob->msg = 0;
1075 888
1076 /* 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
1077 * to save here. 890 * to save here.
1078 */ 891 */
892 {
893 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1081 897
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 898 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 901 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1090 fix_player (op); 903 ob->update_stats ();
1091 904
1092 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1093 * is one for this race 906 * is one for this race
1094 */ 907 */
1095 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1096 { 909 {
1097 object *tmp; 910 object *tmp;
1098 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1099 912
1100 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);
1101 tmp = get_object (); 914 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1107 * default initial map */ 920 * default initial map */
1108 free_object (tmp); 921 tmp->destroy ();
1109 } 922 }
1110 else 923 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 925}
1114 return 0;
1115 }
1116 926
927void
928player::chargen_race_next ()
929{
1117 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1119 */ 932 */
1120 933
1121 tmp_loop = 0; 934 do
1122 while (!tmp_loop)
1123 { 935 {
1124 shstr name = op->name; 936 shstr name = ob->name;
1125 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1126 938
1127 remove_statbonus (op); 939 ob->remove_statbonus ();
1128 remove_ob (op); 940 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 942 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 943 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1134 op->x = x; 946 ob->x = x;
1135 op->y = y; 947 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 951 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 952 }
953 while (!allowed_class (ob));
1142 954
1143 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 957 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 960 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 961}
1205 962
1206void 963void
1207flee_player (object *op) 964flee_player (object *op)
1208{ 965{
1238 { 995 {
1239 op->enemy = NULL; 996 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 998 return;
1242 } 999 }
1000
1243 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1244 1002
1245 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1247 { 1005 {
1248 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1249 1007
1250 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)))
1251 {
1252 return; 1009 return;
1253 }
1254 } 1010 }
1011
1255 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1014 op->enemy = NULL;
1258} 1015}
1259 1016
1260
1261/* 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.
1262 * 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
1263 * stop. 1019 * stop.
1264 */ 1020 */
1265int 1021int
1266check_pick (object *op) 1022check_pick (object *op)
1267{ 1023{
1268 object *tmp, *next; 1024 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1025 int stop = 0;
1271 int j, k, wvratio; 1026 int wvratio;
1272 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1273
1274 1028
1275 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1277 return 1; 1031 return 1;
1278 1032
1279 op_tag = op->count;
1280
1281 next = op->below; 1033 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1034
1285 /* 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
1286 * destroyed */ 1036 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1037 while (next && !next->destroyed ())
1288 { 1038 {
1289 tmp = next; 1039 tmp = next;
1290 next = tmp->below; 1040 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1041
1294 if (was_destroyed (op, op_tag)) 1042 if (op->destroyed ())
1295 return 0; 1043 return 0;
1296 1044
1297 if (!can_pick (op, tmp)) 1045 if (!can_pick (op, tmp))
1298 continue; 1046 continue;
1299 1047
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &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))));
1355 else 1103 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &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
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1108 }
1109
1389 /* philosophy: 1110 /* philosophy:
1390 * 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
1391 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1393 * 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
1394 * example. 1115 * example.
1395 * 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
1396 * 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
1397 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1152 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1153 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1154 if (tmp->type == FOOD)
1434 { 1155 {
1435 pick_up (op, tmp); 1156 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1157 continue;
1439 } 1158 }
1159
1440 if (op->contr->mode & PU_DRINK) 1160 if (op->contr->mode & PU_DRINK)
1441 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)))
1442 { 1162 {
1443 pick_up (op, tmp); 1163 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1164 continue;
1447 } 1165 }
1448 1166
1449 if (op->contr->mode & PU_POTION) 1167 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1168 if (tmp->type == POTION)
1451 { 1169 {
1452 pick_up (op, tmp); 1170 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1171 continue;
1456 } 1172 }
1457 1173
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1174 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1175 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1176 if (tmp->type == SPELLBOOK)
1461 { 1177 {
1462 pick_up (op, tmp); 1178 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1179 continue;
1466 } 1180 }
1181
1467 if (op->contr->mode & PU_SKILLSCROLL) 1182 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1183 if (tmp->type == SKILLSCROLL)
1469 { 1184 {
1470 pick_up (op, tmp); 1185 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1186 continue;
1474 } 1187 }
1188
1475 if (op->contr->mode & PU_READABLES) 1189 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1191 {
1478 pick_up (op, tmp); 1192 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1193 continue;
1482 } 1194 }
1483 1195
1484 /* wands/staves/rods/horns */ 1196 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1199 {
1488 pick_up (op, tmp); 1200 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1201 continue;
1492 } 1202 }
1493 1203
1494 /* pick up all magical items */ 1204 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1205 if (op->contr->mode & PU_MAGICAL)
1496 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))
1497 { 1207 {
1498 pick_up (op, tmp); 1208 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1209 continue;
1502 } 1210 }
1503 1211
1504 if (op->contr->mode & PU_VALUABLES) 1212 if (op->contr->mode & PU_VALUABLES)
1505 { 1213 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1215 {
1508 pick_up (op, tmp); 1216 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1217 continue;
1512 } 1218 }
1513 } 1219 }
1514 1220
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1221 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1222 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1223 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1224 {
1519 pick_up (op, tmp); 1225 pick_up (op, tmp);
1226 continue;
1520 if (0) 1227 }
1521 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);
1522 continue; 1234 continue;
1523 } 1235 }
1524 1236
1525 /* bows and arrows. Bows are good for selling! */ 1237 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1238 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1239 if (tmp->type == BOW)
1528 { 1240 {
1529 pick_up (op, tmp); 1241 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1242 continue;
1533 } 1243 }
1244
1534 if (op->contr->mode & PU_ARROW) 1245 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1246 if (tmp->type == ARROW)
1536 { 1247 {
1537 pick_up (op, tmp); 1248 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1249 continue;
1541 } 1250 }
1542 1251
1543 /* all kinds of armor etc. */ 1252 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1253 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1254 if (tmp->type == ARMOUR)
1546 { 1255 {
1547 pick_up (op, tmp); 1256 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1257 continue;
1551 } 1258 }
1259
1552 if (op->contr->mode & PU_HELMET) 1260 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1261 if (tmp->type == HELMET)
1554 { 1262 {
1555 pick_up (op, tmp); 1263 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1264 continue;
1559 } 1265 }
1266
1560 if (op->contr->mode & PU_SHIELD) 1267 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1268 if (tmp->type == SHIELD)
1562 { 1269 {
1563 pick_up (op, tmp); 1270 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1271 continue;
1567 } 1272 }
1273
1568 if (op->contr->mode & PU_BOOTS) 1274 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1275 if (tmp->type == BOOTS)
1570 { 1276 {
1571 pick_up (op, tmp); 1277 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1278 continue;
1575 } 1279 }
1280
1576 if (op->contr->mode & PU_GLOVES) 1281 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1282 if (tmp->type == GLOVES)
1578 { 1283 {
1579 pick_up (op, tmp); 1284 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1285 continue;
1583 } 1286 }
1287
1584 if (op->contr->mode & PU_CLOAK) 1288 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1289 if (tmp->type == CLOAK)
1586 { 1290 {
1587 pick_up (op, tmp); 1291 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1292 continue;
1591 } 1293 }
1592 1294
1593 /* hoping to catch throwing daggers here */ 1295 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1296 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1298 {
1597 pick_up (op, tmp); 1299 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1300 continue;
1601 } 1301 }
1602 1302
1603 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1307 {
1608 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 &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1310 {
1611 pick_up (op, tmp); 1311 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1312 continue;
1615 } 1313 }
1616 } 1314 }
1315
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1317 {
1619 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)
1620 { 1319 {
1621 pick_up (op, tmp); 1320 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1321 continue;
1625 } 1322 }
1626 } 1323 }
1627 } 1324 }
1628 1325
1629 /* misc stuff that's useful */ 1326 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1327 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1329 {
1633 pick_up (op, tmp); 1330 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1331 continue;
1637 } 1332 }
1638 1333
1639 /* 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
1640 * pickups */ 1335 * pickups */
1662 continue; 1357 continue;
1663 } 1358 }
1664 } 1359 }
1665 } /* the new pickup model */ 1360 } /* the new pickup model */
1666 } 1361 }
1362
1667 return !stop; 1363 return !stop;
1668} 1364}
1669 1365
1670/* 1366/*
1671 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1673 * found object is returned. 1369 * found object is returned.
1674 */ 1370 */
1675object * 1371object *
1676find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1677{ 1373{
1678 object *tmp = NULL; 1374 object *tmp = 0;
1679 1375
1680 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1681 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))
1682 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1684 return op; 1380 return op;
1381
1685 return tmp; 1382 return tmp;
1686} 1383}
1687 1384
1688/* 1385/*
1689 * 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
1690 * 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
1691 * 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
1692 * 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.
1693 */ 1390 */
1694
1695object * 1391object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1393{
1698 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1765 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1462 * op = the shooter
1767 * type = bow->race 1463 * type = bow->race
1768 * dir = fire direction 1464 * dir = fire direction
1769 */ 1465 */
1770
1771object * 1466object *
1772pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1773{ 1468{
1774 object *tmp = NULL; 1469 object *tmp = NULL;
1775 mapstruct *m; 1470 maptile *m;
1776 int i, mflags, found, number; 1471 int i, mflags, found, number;
1777 sint16 x, y; 1472 sint16 x, y;
1778 1473
1779 if (op->map == NULL) 1474 if (op->map == NULL)
1780 return find_arrow (op, type); 1475 return find_arrow (op, type);
1840 */ 1535 */
1841int 1536int
1842fire_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)
1843{ 1538{
1844 object *left, *bow; 1539 object *left, *bow;
1845 tag_t left_tag, tag; 1540 int mflags;
1846 int bowspeed, mflags; 1541 maptile *m;
1847 mapstruct *m;
1848 1542
1849 if (!dir) 1543 if (!dir)
1850 { 1544 {
1851 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!");
1852 return 0; 1546 return 0;
1853 } 1547 }
1854 if (op->type == PLAYER) 1548
1855 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 }
1856 else 1555 else
1857 { 1556 {
1858 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1859 /* 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
1860 * 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.
1865 if (!bow) 1564 if (!bow)
1866 { 1565 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1567 return 0;
1869 } 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
1870 } 1577 }
1578
1871 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1872 { 1580 {
1873 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);
1874 return 0; 1582 return 0;
1875 } 1583 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1584
1885 if (arrow == NULL) 1585 if (arrow == NULL)
1886 { 1586 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1588 {
1889 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1890 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);
1891 /* 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 */
1892 else 1592 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1894 return 0; 1595 return 0;
1895 } 1596 }
1896 } 1597 }
1598
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1601 return 0;
1901 } 1602
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1604 {
1904 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.");
1905 return 0; 1606 return 0;
1906 } 1607 }
1907 1608
1908 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1910 { 1611 {
1911 remove_ob (arrow); 1612 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1613 return 0;
1914 } 1614 }
1915 1615
1916 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1618 if (!arrow)
1920 { 1619 {
1921 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);
1922 return 0; 1621 return 0;
1923 } 1622 }
1924 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1626 arrow->direction = dir;
1928 arrow->x = sx; 1627
1929 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;
1930 1661
1931 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1932 { 1663 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 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;
1966 } 1671 }
1967 else 1672 else
1968 { 1673 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1674 arrow->level = op->level;
1972 } 1675 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1676
1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1974 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1681 }
1976 arrow->slaying = bow->slaying;
1977 1682
1978 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);
1979 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1689
1982 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);
1983 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1692
1986 if (!was_destroyed (arrow, tag)) 1693 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1694 move_arrow (arrow);
1988 1695
1989 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1990 { 1697 {
1991 if (was_destroyed (left, left_tag)) 1698 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1993 else 1700 else
1994 esrv_send_item (op, left); 1701 esrv_send_item (op, left);
1995 } 1702 }
1703
1996 return 1; 1704 return 1;
1997} 1705}
1998 1706
1999/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1708 * account the special fire modes players can have
2008{ 1716{
2009 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
2010 1718
2011 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
2012 { 1720 {
2013 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);
2014 } 1722 }
2015 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)
2016 { 1724 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1726 wcmod = -1;
1727
2019 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);
2020 } 1729 }
2021 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
2022 { 1731 {
2023 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);
2027 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1737 {
2029 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);
2030 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);
2031 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);
2032
2033 } 1741 }
2034 else 1742 else
2035 { 1743 {
2036 /* Simple case */ 1744 /* Simple case */
2037 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);
2038 } 1746 }
1747
2039 return ret; 1748 return ret;
2040} 1749}
2041 1750
2042 1751
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2045 */ 1754 */
2046void 1755void
2047fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2048{ 1757{
2049 object *item; 1758 object *item = op->contr->ranged_ob;
2050 1759
2051 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2052 { 1761 {
2053 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.");
2054 return; 1763 return;
2055 } 1764 }
2056 1765
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1766 if (!item->inv)
2059 { 1767 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1769 return;
2062 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2063 if (item->type == WAND) 1775 if (item->type == WAND)
2064 { 1776 {
2065 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2066 { 1778 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068 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
2069 return; 1782 return;
2070 } 1783 }
2071 } 1784 }
2072 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2073 { 1786 {
2074 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))
2075 { 1788 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2077 if (item->type == ROD) 1791 if (item->type == ROD)
2078 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));
2079 else 1793 else
2080 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
2081 return; 1796 return;
2082 } 1797 }
2083 } 1798 }
2084 1799
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2093 1808
2094 if (item->arch) 1809 if (item->arch)
2095 { 1810 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2098 item->speed = 0; 1813 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1814 }
1815
2101 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1818 }
2104 } 1819 }
2105 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1821 drain_rod_charge (item);
2108 }
2109 } 1822 }
2110} 1823}
2111 1824
2112/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2113 */ 1826 */
2118 1831
2119 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2121 make_visible (op); 1834 make_visible (op);
2122 1835
2123 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2124 { 1839 {
2125 case range_none: 1840 control_golem (op->contr->golem, dir);
2126 return; 1841 return;
1842 }
2127 1843
2128 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2129 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2130 return; 1853 break;
2131 1854
2132 case range_magic: /* Casting spells */ 1855 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1857 break;
2135 1858
2136 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2137 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2138 return; 1870 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1871 }
2167} 1872}
2168
2169
2170 1873
2171/* find_key 1874/* find_key
2172 * 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
2173 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1879 * pl is the player,
2177 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2180 */ 1883 */
2181
2182object * 1884object *
2183find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2184{ 1886{
2185 object *tmp, *key; 1887 object *tmp, *key;
2186 1888
2187 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1890 if (!container->inv)
2189 return NULL; 1891 return 0;
2190 1892
2191 /* 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 */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1895 {
2194 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1897 break;
2196 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2198 */ 1900 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1902 break;
2201 } 1903 }
1904
2202 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2203 /* 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.
2204 * 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
2205 * a key, return 1908 * a key, return
2206 */ 1909 */
2207 if (!tmp) 1910 if (!tmp)
2208 { 1911 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1913 {
2211 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1916 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2215 return key; 1918 return key;
2216 } 1919 }
2217 } 1920 }
1921
2218 if (!tmp) 1922 if (!tmp)
2219 return NULL; 1923 return NULL;
2220 } 1924 }
1925
2221 /* 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,
2222 * see if we actually want to use it 1927 * see if we actually want to use it
2223 */ 1928 */
2224 if (pl != container) 1929 if (pl != container)
2225 { 1930 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "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));
2248 return NULL; 1953 return NULL;
2249 } 1954 }
2250 } 1955 }
1956
2251 return tmp; 1957 return tmp;
2252} 1958}
2253 1959
2254/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1963 * 0 otherwise
2258 */ 1964 */
2259static int 1965static int
2260player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2261{ 1967{
2262
2263 /* 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,
2264 * 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 -
2265 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2266 */ 1971 */
2267 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2270 if (key) 1975 if (key)
2271 { 1976 {
2272 object *container = key->env; 1977 object *container = key->env;
2273 1978
2274 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
2275 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2276 make_visible (op); 1982 make_visible (op);
1983
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2279 if (door->type == DOOR) 1987 if (door->type == DOOR)
2280 {
2281 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 */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2284 { 1990 {
2285 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));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1993 }
1994
2288 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2291 if (container != op) 1998 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2293 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2294 } 2002 }
2295 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2296 { 2004 {
2297 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2007 return 1;
2300 } 2008 }
2009
2301 return 0; 2010 return 0;
2302} 2011}
2303 2012
2304/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2015 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2016 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2017 * going to try and move (not fire weapons).
2309 */ 2018 */
2310
2311void 2019void
2312move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2313{ 2021{
2314 object *tmp, *mon; 2022 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2023 int on_battleground;
2317 mapstruct *m; 2024 maptile *m;
2318 2025
2319 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2321 2028
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2323 2030
2324 /* 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
2325 * 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
2326 * 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
2327 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2332 */ 2039 */
2333 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))
2334 { 2041 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2043 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2338 if (!m) 2045 if (!m)
2339 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2340 } 2047 }
2341 else 2048 else
2342 m = op->map; 2049 m = op->map;
2343 2050
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2052 return;
2348 }
2349 2053
2350 mon = NULL; 2054 mon = 0;
2351 /* 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
2352 * 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.
2353 * 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
2354 * on the space 2058 * on the space
2355 */ 2059 */
2356 while (tmp != NULL) 2060 while (tmp)
2357 { 2061 {
2358 if (tmp == op) 2062 if (tmp == op)
2359 { 2063 {
2360 tmp = tmp->above; 2064 tmp = tmp->above;
2361 continue; 2065 continue;
2362 } 2066 }
2067
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2069 {
2365 mon = tmp; 2070 mon = tmp;
2366 break; 2071 break;
2367 } 2072 }
2073
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2075 mon = tmp;
2076
2370 tmp = tmp->above; 2077 tmp = tmp->above;
2371 } 2078 }
2372 2079
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2081 return; /* into a wall */
2375 2082
2376 if (mon->head != NULL) 2083 if (mon->head)
2377 mon = mon->head; 2084 mon = mon->head;
2378 2085
2379 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))
2380 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2381 return; 2088 return;
2393 * player owns it and it is either friendly or unagressive. 2100 * player owns it and it is either friendly or unagressive.
2394 */ 2101 */
2395 if ((op->type == PLAYER) 2102 if ((op->type == PLAYER)
2396#if COZY_SERVER 2103#if COZY_SERVER
2397 && 2104 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2105 ((mon->owner && mon->owner->contr
2399 && 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)
2400#else 2107#else
2401 && get_owner (mon) == op 2108 && mon->owner == op
2402#endif 2109#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2111 {
2405 /* 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 */
2406 if (op->contr->braced) 2113 if (op->contr->braced)
2407 return; 2114 return;
2115
2408 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);
2409 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2119 make_visible (op);
2120
2412 return; 2121 return;
2413 } 2122 }
2414 2123
2415 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2127 * attack them either.
2419 */ 2128 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (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)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2132 (op->contr->peaceful
2424 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2425 && mon->contr-> 2134 && mon->contr->
2426 peaceful)) && 2135 peaceful)) &&
2427#else 2136#else
2428 op->contr->peaceful && 2137 op->contr->peaceful &&
2429#endif 2138#endif
2430 !on_battleground)) 2139 !on_battleground))
2431 { 2140 {
2432 if (!op->contr->braced) 2141 if (!op->contr->braced)
2433 { 2142 {
2434 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);
2435 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2436 } 2145 }
2437 else 2146 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2148
2441 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2150 make_visible (op);
2443 } 2151 }
2444 2152
2445 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2456 * 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
2457 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2458 * 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
2459 * 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.
2460 */ 2168 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((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)))
2464 { 2171 {
2465
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2472 {
2473 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2173
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2479 2175
2480 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2179 * the wiz.
2485 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))
2486 { 2182 {
2487 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2488 2184
2489 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2492 } 2188 }
2189
2493 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2494 make_visible (op); 2191 make_visible (op);
2495 } 2192 }
2496 } /* if player should attack something */ 2193 } /* if player should attack something */
2497} 2194}
2499int 2196int
2500move_player (object *op, int dir) 2197move_player (object *op, int dir)
2501{ 2198{
2502 int pick; 2199 int pick;
2503 2200
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2202 return 0;
2506 2203
2507 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2509 { 2206 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2208 return 0;
2512 } 2209 }
2513 2210
2514 /* peterm: added following line */ 2211 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2214
2518 op->facing = dir; 2215 op->facing = dir;
2519 2216
2520 if (op->hide) 2217 if (op->hide)
2521 do_hidden_move (op); 2218 do_hidden_move (op);
2532 2229
2533 /* 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
2534 * server can handle repeat firing. 2231 * server can handle repeat firing.
2535 */ 2232 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2234 op->direction = dir;
2539 }
2540 else 2235 else
2541 {
2542 op->direction = 0; 2236 op->direction = 0;
2543 } 2237
2544 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2240 * for players.
2547 */ 2241 */
2548 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2558 */ 2252 */
2559int 2253int
2560handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2561{ 2255{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2257 {
2584 flee_player (op); 2258 flee_player (op);
2259
2585 /* 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 */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2587 { 2262 {
2588 op->speed_left--; 2263 --op->speed_left;
2589 return 0; 2264 return 0;
2590 } 2265 }
2591 }
2592
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2266 }
2604 2267
2605 /* 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
2606 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2270 * called, so we recheck it here.
2608 */ 2271 */
2609 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2273 return 1;
2612 2274
2275 if (op->speed_left > 0.f)
2276 {
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2278 {
2615 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2280 --op->speed_left;
2617 2281
2618 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2619 * 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
2620 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2621 */ 2285 */
2622 move_player (op, op->direction); 2286 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2287
2624 return 1; 2288 return op->speed_left > 0.f;
2625 else 2289 }
2626 return 0;
2627 } 2290 }
2291
2628 return 0; 2292 return 0;
2629} 2293}
2630 2294
2631int 2295int
2632save_life (object *op) 2296save_life (object *op)
2633{ 2297{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2299 return 0;
2638 2300
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2303 {
2642 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);
2643 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
2644 if (op->contr) 2307 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2308 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2309
2647 free_object (tmp); 2310 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312
2649 if (op->stats.hp < 0) 2313 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2315
2651 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2652 op->stats.food = 999; 2317 op->stats.food = 999;
2653 fix_player (op); 2318
2319 op->update_stats ();
2654 return 1; 2320 return 1;
2655 } 2321 }
2322
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2325 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2326 return 0;
2660} 2327}
2665 * from. 2332 * from.
2666 */ 2333 */
2667void 2334void
2668remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2669{ 2336{
2670 object *next;
2671
2672 while (op) 2337 while (op)
2673 { 2338 {
2674 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' */
2675 * we remove object 'op' 2340
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2342 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2685 } 2347 }
2686 else if (op->inv) 2348 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2350
2688 op = next; 2351 op = next;
2689 } 2352 }
2690} 2353}
2691
2692 2354
2693/* 2355/*
2694 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2369 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2372 else
2711 sprintf (buf, "%s\n", &op->name); 2373 sprintf (buf, "%s\n", &op->name);
2374
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2376 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2715 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);
2716 else 2379 else
2717 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
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2383 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2721 { 2385 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2388 strcat (buf2, buf);
2725 } 2389 }
2390
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2393 strcat (buf2, buf);
2394
2729 return buf2; 2395 return buf2;
2730} 2396}
2731
2732
2733 2397
2734void 2398void
2735do_some_living (object *op) 2399do_some_living (object *op)
2736{ 2400{
2737 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2407 int rate_grace = 2000;
2744 const int max_hp = 1; 2408 const int max_hp = 1;
2745 const int max_sp = 1; 2409 const int max_sp = 1;
2746 const int max_grace = 1; 2410 const int max_grace = 1;
2747 2411
2748 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 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 }
2754 2430
2755 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2756 { 2432 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2437 else
2763 { 2438 {
2764 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2441 }
2442
2767 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2445 else
2770 { 2446 {
2771 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2449 }
2450
2774 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2453 else
2777 { 2454 {
2778 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2457 }
2781 2458
2782 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2461 {
2785 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);
2786 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2787 { 2464 {
2788 op->stats.sp++; 2465 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2795 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))
2796 op->stats.food = last_food; 2473 op->stats.food = last_food;
2797 } 2474 }
2798 } 2475 }
2476
2799 if (max_sp > 1) 2477 if (max_sp > 1)
2800 { 2478 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2480 if (over_sp > 0)
2803 { 2481 {
2804 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2805 { 2483 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2807 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))
2808 op->stats.sp--; 2487 op->stats.sp--;
2488
2809 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2811 } 2491 }
2812 op->last_sp = 0; 2492 op->last_sp = 0;
2813 } 2493 }
2814 else 2494 else
2815 {
2816 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);
2817 }
2818 } 2496 }
2819 else 2497 else
2820 {
2821 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);
2822 }
2823 } 2499 }
2824 2500
2825 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2826 /* 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. */
2827 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2828 { 2504 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2831 if (max_grace > 1) 2508 if (max_grace > 1)
2832 { 2509 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2511 if (over_grace > 0)
2835 { 2512 {
2863 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2864 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))
2865 op->stats.food = last_food; 2542 op->stats.food = last_food;
2866 } 2543 }
2867 } 2544 }
2545
2868 if (max_hp > 1) 2546 if (max_hp > 1)
2869 { 2547 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2549 if (over_hp > 0)
2872 { 2550 {
2896 2574
2897 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2898 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);
2899 else 2577 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2901 /* dms do not consume food */ 2580 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2582 op->stats.food--;
2904 } 2583 }
2905 }
2906 2584
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2586 {
2909 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2910 2588
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2590 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2917 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.");
2918 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2598 break;
2921 } 2599 }
2922 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2923 flesh = tmp; 2601 flesh = tmp;
2924 } /* End if paid for object */ 2602 } /* End if paid for object */
2925 } /* end of for loop */ 2603 } /* end of for loop */
2604
2926 /* 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
2927 * eat flesh instead. 2606 * eat flesh instead.
2928 */ 2607 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2609 {
2931 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.");
2932 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2933 } 2612 }
2934 } /* end if player is starving */ 2613 }
2935 2614
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2938 2617
2939 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))
2940 kill_player (op); 2619 kill_player (op);
2620 }
2941} 2621}
2942
2943
2944 2622
2945/* 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.
2946 * 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
2947 * permadeath, no lifesave), this will take care of removing the player 2625 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2626 * file.
2952{ 2630{
2953 char buf[MAX_BUF]; 2631 char buf[MAX_BUF];
2954 int x, y; 2632 int x, y;
2955 2633
2956 //int i; 2634 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2635 maptile *map; /* this is for resurrection */
2958 2636
2959 /* int z; 2637 /* int z;
2960 int num_stats_lose; 2638 int num_stats_lose;
2961 int lost_a_stat; 2639 int lost_a_stat;
2962 int lose_this_stat; 2640 int lose_this_stat;
2977 { 2655 {
2978 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!");
2979 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...");
2980 2658
2981 /* restore player */ 2659 /* restore player */
2982 at = find_archetype ("poisoning"); 2660 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2662 {
2986 remove_ob (tmp); 2663 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2665 }
2990 2666
2991 at = find_archetype ("confusion"); 2667 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2669 {
2995 remove_ob (tmp); 2670 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2672 }
2999 2673
3000 cure_disease (op, 0); /* remove any disease */ 2674 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2677 op->stats.food = 999;
3004 2678
3005 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (find_archetype ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2681 {
3009 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2683 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
3012 " 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",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2687 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2691 }
3020 2692
3021 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2695 op->contr->braced = 0;
3028 2700
3029 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
3030 2702
3031 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
3032 { 2704 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
3042 } 2707 }
3043 else 2708 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
3053 } 2710
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2712
3056 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3057 x = op->x; 2714 x = op->x;
3058 y = op->y; 2715 y = op->y;
3059 map = op->map; 2716 map = op->map;
3060 2717
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * 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.
3066 * 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.
3067 */ 2721 */
3068 2722
3069 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2725 * of death.
3072 */ 2726 */
3073#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3075 { 2729 {
3076 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3077 /* 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
3078 more if they do. */ 2732 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2735 little bit harder. */
3082 /* GD */ 2736 /* GD */
3083 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2738 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2739 else
3089 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3090 num_stats_lose = 1; 2743 num_stats_lose = 1;
3091 } 2744
3092 lost_a_stat = 0; 2745 lost_a_stat = 0;
3093 2746
3094 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3095 { 2748 {
3096 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3097 2750
3098 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)
3099 { 2771 {
3100 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3101 * what he lost. 2773 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2774 }
3110 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3111 { 2777 {
3112 /* deplete a stat */ 2778 /* GD */
3113 archetype *deparch = find_archetype ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3114 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3115 2781 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2782 {
3119 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3121 } 2785
3122 lose_this_stat = 1; 2786 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 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)
3129 { 2792 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2793 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2795 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2796 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2797 else
3164 if (this_stat >= -50)
3165 { 2798 {
3166 change_attr_value (&(dep->stats), i, -1); 2799 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 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"); */
3171 } 2804 }
3172 } 2805 }
3173 } 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 }
3174 } 2825 }
2826 }
2827 }
3175 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2829 if (!lost_a_stat)
3177 { 2830 {
3178 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3181 2834
3182 if (god && (strcmp (god, "none"))) 2835 if (god && (strcmp (god, "none")))
3183 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);
3184 else 2837 else
3185 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.");
3186 } 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.");
3187#endif 2842#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2843
3190 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2845 * exp loss on the stone.
3192 */ 2846 */
3193 tmp = arch_to_object (find_archetype ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2849 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2851 tmp->name_pl = buf;
3198 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);
3199 tmp->msg = buf; 2853 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2856
3203 /**************************************/ 2857 /**************************************/
3204 /* */ 2858 /* */
3205 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3208 /* */ 2862 /* */
3209
3210 /**************************************/ 2863 /**************************************/
3211 2864
3212 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2866 /* restore player */
3214 at = find_archetype ("poisoning"); 2867 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
2869
3216 if (tmp) 2870 if (tmp)
3217 { 2871 {
3218 remove_ob (tmp); 2872 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2874 }
3222 2875
3223 at = find_archetype ("confusion"); 2876 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2878 if (tmp)
3226 { 2879 {
3227 remove_ob (tmp); 2880 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2882 }
2883
3231 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3232 2885
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3236 op->stats.food = 900; 2889 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2893
3241 /* 2894 /*
3242 * 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
3243 * the player has any unpaid items. If so, remove them and put them back 2896 * and put them back in the map.
3244 * in the map. 2897 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3249 2899
3250 /****************************************/ 2900 /****************************************/
3251 /* */ 2901 /* */
3252 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3254 /* */ 2904 /* */
3255
3256 /****************************************/ 2905 /****************************************/
3257 2906
3258 enter_player_savebed (op); 2907 enter_player_savebed (op);
3259 2908
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2909 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2910
3266 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2914 * on the space that might harm the player.
3270 */ 2915 */
3271 will_kill_again = 0; 2916 will_kill_again = 0;
3272 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)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3276 } 2920
3277 if (will_kill_again) 2921 if (will_kill_again)
3278 { 2922 {
3279 object *force; 2923 object *force;
3280 int at; 2924 int at;
3281 2925
3282 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2928 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2933 force->resist[at] = 100;
3291 } 2934
3292 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3293 fix_player (op); 2936 op->update_stats ();
3294 2937
3295 } 2938 }
3296 2939
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (find_archetype ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2941}
3366
3367 2942
3368void 2943void
3369loot_object (object *op) 2944loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3372 2947
3373 if (op->container) 2948 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2949
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3379 { 2951 {
3380 next = tmp->below; 2952 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2953
2954 if (tmp->invisible)
3382 continue; 2955 continue;
3383 remove_ob (tmp); 2956
2957 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3385 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2962
3388 }
3389 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))))
3390 { 2964 {
3391 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3392 { 2966 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2968 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2969 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2970 }
3397 else 2971 else
3398 free_object (tmp); 2972 tmp->destroy ();
3399 } 2973 }
3400 else 2974 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2975 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2976 }
3403} 2977}
3405/* 2979/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3407 * 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
3408 * was changed. 2982 * was changed.
3409 */ 2983 */
3410
3411void 2984void
3412fix_weight (void) 2985fix_weight (void)
3413{ 2986{
3414 player *pl; 2987 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2988 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2990
3420 if (old == sum) 2991 if (old == sum)
3421 continue; 2992 continue;
3422 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3423 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);
3424 } 2995 }
3425} 2996}
3426 2997
3427void 2998void
3428fix_luck (void) 2999fix_luck (void)
3429{ 3000{
3430 player *pl; 3001 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3435} 3004}
3436
3437 3005
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3441 */ 3009 */
3442
3443void 3010void
3444cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3445{ 3012{
3446 object *skop, *spob; 3013 object *skop, *spob;
3447 3014
3468 if (op->type == PLAYER) 3035 if (op->type == PLAYER)
3469 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);
3470 3037
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3038 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3039
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3040 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3041}
3477 3042
3478void 3043void
3479make_visible (object *op) 3044make_visible (object *op)
3480{ 3045{
3483 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3484 { 3049 {
3485 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3487 } 3052 }
3053
3488 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3489} 3055}
3490 3056
3491int 3057int
3492is_true_undead (object *op) 3058is_true_undead (object *op)
3493{ 3059{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3061 return 1;
3498 3062
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3063 return 0;
3505} 3064}
3506 3065
3507/* look at the surrounding terrain to determine 3066/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3067 * the hideability of this object. Positive levels
3564 3123
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3125
3567 /* 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! */
3568 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3571 { 3129 {
3572 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!");
3573 make_visible (op); 3131 make_visible (op);
3574 return; 3132 return;
3575 } 3133 }
3576 else 3134 else
3577 num += 20; 3135 num += 20;
3578 } 3136
3579 num += op->map->difficulty; 3137 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3139 num -= hide;
3140
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3142 {
3584 make_visible (op); 3143 make_visible (op);
3585 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3586 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!");
3587 } 3146 }
3588 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3589 {
3590 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);
3591 }
3592} 3149}
3593 3150
3594/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3595 3152
3596int 3153int
3597stand_near_hostile (object *who) 3154stand_near_hostile (object *who)
3598{ 3155{
3599 object *tmp = NULL; 3156 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3157 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3158 maptile *m;
3602 sint16 x, y; 3159 sint16 x, y;
3603 3160
3604 if (!who) 3161 if (!who)
3605 return 0; 3162 return 0;
3606 3163
3623 if (mflags & P_OUT_OF_MAP) 3180 if (mflags & P_OUT_OF_MAP)
3624 continue; 3181 continue;
3625 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)))
3626 continue; 3183 continue;
3627 3184
3628 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)
3629 { 3186 {
3630 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))
3631 return 1; 3188 return 1;
3632 else if (tmp->type == PLAYER) 3189 else if (tmp->type == PLAYER)
3633 { 3190 {
3663 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3664 { 3221 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3223 return -1;
3667 } 3224 }
3225
3668 if (!pl || !op) 3226 if (!pl || !op)
3669 return 0; 3227 return 0;
3670 3228
3671 if (op->head)
3672 {
3673 op = op->head; 3229 op = op->head_ ();
3674 } 3230
3675 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3676 3232
3677 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3234 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3687 3243
3688 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3689 * 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
3690 * for any meaningful values. 3246 * for any meaningful values.
3691 */ 3247 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !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)])
3695 return 1; 3251 return 1;
3696 op = op->more; 3252 op = op->more;
3697 } 3253 }
3698 return 0; 3254 return 0;
3699} 3255}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3353 int i = 0, j = 0;
3798 3354
3799 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3808 3364
3809 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3810 return; 3366 return;
3811 3367
3812 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++);
3813 3369
3814 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3815 { 3371 {
3816 /* 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]); */
3817 return; 3373 return;
3818 } 3374 }
3819 3375
3885 { 3441 {
3886 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3443 object *skin;
3888 3444
3889 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 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
3891 if (skin == NULL) 3450 if (!skin)
3892 return; 3451 return;
3893 3452
3894 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3455 {
3941 * not readied. 3500 * not readied.
3942 */ 3501 */
3943void 3502void
3944player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3945{ 3504{
3946 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3947 3507
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3949 { 3509 pl->combat_ob = 0;
3510
3950 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3951 { 3512 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 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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