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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 37
87void 38void
88display_motd (const object *op) 39display_motd (const object *op)
89{ 40{
90 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
93 int comp; 44 int comp;
94 int size; 45 int size;
95 46
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 49 return;
100 } 50
101 motd[0] = '\0'; 51 motd[0] = '\0';
102 size = 0; 52 size = 0;
53
103 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
104 { 55 {
105 if (*buf == '#') 56 if (*buf == '#')
106 continue; 57 continue;
58
107 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 60 size += strlen (buf);
109 } 61 }
62
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
112} 65}
113 66
114void 67void
120 int comp; 73 int comp;
121 int size; 74 int size;
122 75
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 78 return;
127 } 79
128 rules[0] = '\0'; 80 rules[0] = '\0';
129 size = 0; 81 size = 0;
82
130 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
131 { 84 {
132 if (*buf == '#') 85 if (*buf == '#')
133 continue; 86 continue;
87
134 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
135 { 89 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 91 break;
138 } 92 }
93
139 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 95 size += strlen (buf);
141 } 96 }
97
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
144} 100}
145 101
146void 102void
154 int size; 110 int size;
155 111
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 114 return;
115
159 news[0] = '\0'; 116 news[0] = '\0';
160 subject[0] = '\0'; 117 subject[0] = '\0';
161 size = 0; 118 size = 0;
119
162 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
163 { 121 {
164 if (*buf == '#') 122 if (*buf == '#')
165 continue; 123 continue;
124
166 if (*buf == '%') 125 if (*buf == '%')
167 { /* send one news */ 126 { /* send one news */
168 if (size > 0) 127 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
170 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
171 strip_endline (subject); 131 strip_endline (subject);
172 size = 0; 132 size = 0;
173 news[0] = '\0'; 133 news[0] = '\0';
174 } 134 }
183 size += strlen (buf); 143 size += strlen (buf);
184 } 144 }
185 } 145 }
186 146
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
190} 150}
191 151
192int 152float
193playername_ok (const char *cp) 153player::weapon_speed () const
194{ 154{
195 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 156}
317 157
318/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
319static void 159static void
320set_first_map (object *op) 160set_first_map (object *op)
321{ 161{
322 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
323 op->x = -1; 163 op->x = -1;
324 op->y = -1; 164 op->y = -1;
325 enter_exit (op, NULL);
326} 165}
327 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
328/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
330 * mode. 377 * mode.
331 */ 378 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
337 383
338 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 385
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 386 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 387 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 388 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 390 set_first_map (pl->ob);
350 391
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 392 return pl;
358} 393}
359 394
360/* 395/*
361 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
371 { 406 {
372 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
373 at = first_archetype; 408 at = first_archetype;
374 else 409 else
375 at = at->next; 410 at = at->next;
411
376 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
377 return at; 413 return at;
414
378 if (at == start) 415 if (at == start)
379 { 416 {
380 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 418 exit (-1);
382 } 419 }
383 } 420 }
384} 421}
385 422
386
387object * 423object *
388get_nearest_player (object *mon) 424get_nearest_player (object *mon)
389{ 425{
390 object *op = NULL; 426 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 427 objectlink *ol;
393 unsigned lastdist; 428 unsigned lastdist;
394 rv_vector rv; 429 rv_vector rv;
395 430
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 432 {
398 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 440 object *tmp = ol->ob;
406 441
407 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 443 * itself will have been cleared.
409 */ 444 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
411 ol = ol->next; 447 ol = ol->next;
412 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
413 if (!ol) 449 if (!ol)
414 return op; 450 return op;
415 } 451 }
428 { 464 {
429 op = ol->ob; 465 op = ol->ob;
430 lastdist = rv.distance; 466 lastdist = rv.distance;
431 } 467 }
432 } 468 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 469
434 { 470 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
439 { 473 {
440 op = pl->ob; 474 op = pl->ob;
441 lastdist = rv.distance; 475 lastdist = rv.distance;
442 } 476 }
443 } 477
444 }
445#if 0 478#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 480#endif
448 return op; 481 return op;
449} 482}
467 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 502 * is probably not a good thing.
470 */ 503 */
471#define MAX_SPACES 50 504#define MAX_SPACES 50
472
473 505
474/* 506/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 528path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 529{
498 rv_vector rv; 530 rv_vector rv;
499 sint16 x, y; 531 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 533 maptile *m, *lastmap;
502 534
503 get_rangevector (mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
504 536
505 if (rv.distance < mindiff) 537 if (rv.distance < mindiff)
506 return 0; 538 return 0;
508 x = mon->x; 540 x = mon->x;
509 y = mon->y; 541 y = mon->y;
510 m = mon->map; 542 m = mon->map;
511 dir = rv.direction; 543 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
514 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 548 if (diff > max)
516 return 0; 549 return 0;
550
517 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
518 { 552 {
519 lastx = x; 553 lastx = x;
520 lasty = y; 554 lasty = y;
521 lastmap = m; 555 lastmap = m;
603 max--; 637 max--;
604 lastdir = dir; 638 lastdir = dir;
605 if (!firstdir) 639 if (!firstdir)
606 firstdir = dir; 640 firstdir = dir;
607 } 641 }
642
608 if (diff <= 1) 643 if (diff <= 1)
609 { 644 {
610 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 646 * headed toward player for entire distance.
612 */ 647 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 650 }
651
616 if (diff > max) 652 if (diff > max)
617 return 0; 653 return 0;
618 } 654 }
655
619 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
620 if (!max) 657 if (!max)
621 return 0; 658 return 0;
622 659
623 return firstdir; 660 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 691 {
655 remove_ob (op); 692 op->destroy ();
656 free_object (op);
657 continue; 693 continue;
658 } 694 }
659 } 695 }
660 696
661 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
673 break; 709 break;
674 710
675 if (tmp) 711 if (tmp)
676 { 712 {
677 remove_ob (op); 713 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 715 continue;
681 } 716 }
717
682 if (op->nrof > 1) 718 if (op->nrof > 1)
683 op->nrof = 1; 719 op->nrof = 1;
684 } 720 }
685 721
686 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 736 }
701 if (op->type == SPELL) 737 if (op->type == SPELL)
702 { 738 {
703 remove_ob (op); 739 op->destroy ();
704 free_object (op);
705 continue; 740 continue;
706 } 741 }
707 else if (op->type == SKILL) 742 else if (op->type == SKILL)
708 { 743 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
719 link_player_skills (pl); 754 link_player_skills (pl);
720} 755}
721 756
722void 757void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
808{ 759{
809 if (party == NULL) 760 if (party == NULL)
810 { 761 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 763 return;
813 } 764 }
765
814 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 770}
819
820 771
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 773static int
823roll_stat (void) 774roll_stat (void)
824{ 775{
825 int a[4], i, j, k; 776 int a[4], i, j, k;
826 777
827 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
829 780
830 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 782 if (a[i] < k)
832 k = a[i], j = i; 783 k = a[i], j = i;
833 784
834 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 786 if (i != j)
837 k += a[i]; 787 k += a[i];
838 } 788
839 return k; 789 return k;
840} 790}
841 791
842void 792void
843roll_stats (object *op) 793object::roll_stats ()
844{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
845 int sum = 0; 799 int sum = 0;
846 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
848 802
849 do 803 if (sum >= 82 && sum <= 116)
804 break;
850 { 805 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 806
862 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 809
871 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
872 do 811 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 812
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 813 stats.exp = 0;
907 op->stats.ac = 0; 814 stats.ac = 0;
908 815
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
917 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
918} 828}
919 829
920void 830void
921Roll_Again (object *op) 831object::swap_stats (int a, int b)
922{ 832{
923 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 834
928void 835 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
930{ 862{
931 signed char tmp;
932 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
933 864
934 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 869}
1049 870
1050/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1054 * not the class. 875 * not the class.
1055 */ 876 */
1056 877void
1057int 878player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 879{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1076 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1078 889
1079 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1080 891
1081 if (op->msg) 892 if (ob->msg)
1082 op->msg = NULL; 893 ob->msg = 0;
1083 894
1084 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1085 * to save here. 896 * to save here.
1086 */ 897 */
898 {
899 char buf[MAX_BUF];
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1088 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1089 903
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 904 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op); 907 link_player_skills (ob);
1097 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1098 fix_player (op); 909 ob->update_stats ();
1099 910
1100 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1101 * is one for this race 912 * is one for this race
1102 */ 913 */
1103 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1104 { 915 {
1105 object *tmp; 916 object *tmp;
1106 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1107 918
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1109 tmp = get_object (); 920 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1112 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1115 * default initial map */ 926 * default initial map */
1116 free_object (tmp); 927 tmp->destroy ();
1117 } 928 }
1118 else 929 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 931}
1122 return 0;
1123 }
1124 932
933void
934player::chargen_race_next ()
935{
1125 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1127 */ 938 */
1128 939
1129 tmp_loop = 0; 940 do
1130 while (!tmp_loop)
1131 { 941 {
1132 shstr name = op->name; 942 shstr name = ob->name;
1133 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1134 944
1135 remove_statbonus (op); 945 ob->remove_statbonus ();
1136 remove_ob (op); 946 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 948 ob->arch->clone.copy_to (ob);
1139 op->instantiate (); 949 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1142 op->x = x; 952 ob->x = x;
1143 op->y = y; 953 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 956 assign (ob->contr->title, ob->arch->clone.name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 957 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 958 }
959 while (!allowed_class (ob));
960
1151 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 963 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 966 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 967}
1210 968
1211void 969void
1212flee_player (object *op) 970flee_player (object *op)
1213{ 971{
1243 { 1001 {
1244 op->enemy = NULL; 1002 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 1004 return;
1247 } 1005 }
1006
1248 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1249 1008
1250 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1252 { 1011 {
1253 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1254 1013
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1015 return;
1258 }
1259 } 1016 }
1017
1260 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1020 op->enemy = NULL;
1263} 1021}
1264 1022
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 1025 * stop.
1269 */ 1026 */
1270int 1027int
1271check_pick (object *op) 1028check_pick (object *op)
1272{ 1029{
1273 object *tmp, *next; 1030 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1031 int stop = 0;
1276 int j, k, wvratio; 1032 int wvratio;
1277 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1278
1279 1034
1280 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1282 return 1; 1037 return 1;
1283 1038
1284 op_tag = op->count;
1285
1286 next = op->below; 1039 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1040
1290 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1042 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1293 { 1044 {
1294 tmp = next; 1045 tmp = next;
1295 next = tmp->below; 1046 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1047
1299 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1300 return 0; 1049 return 0;
1301 1050
1302 if (!can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1303 continue; 1052 continue;
1304 1053
1312 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1062 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1063 {
1315 switch (op->contr->mode) 1064 switch (op->contr->mode)
1316 { 1065 {
1317 case 0: 1066 case 0:
1318 return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1319 case 1: 1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1085 pick_up (op, tmp);
1321 return 1; 1086 break;
1087
1322 case 2: 1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1090 pick_up (op, tmp);
1324 return 0; 1091 break;
1325 case 3: 1092
1326 return 0; /* stop before pickup */ 1093 default:
1327 case 4: 1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1097 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1098 }
1350 } 1099 }
1351 else 1100 else
1352 { /* old model */ 1101 { /* old model */
1353 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1109 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1114 }
1115
1394 /* philosophy: 1116 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1121 * example.
1400 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1439 { 1161 {
1440 pick_up (op, tmp); 1162 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1163 continue;
1444 } 1164 }
1165
1445 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1168 {
1448 pick_up (op, tmp); 1169 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1170 continue;
1452 } 1171 }
1453 1172
1454 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1456 { 1175 {
1457 pick_up (op, tmp); 1176 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1177 continue;
1461 } 1178 }
1462 1179
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1466 { 1183 {
1467 pick_up (op, tmp); 1184 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1185 continue;
1471 } 1186 }
1187
1472 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1474 { 1190 {
1475 pick_up (op, tmp); 1191 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1192 continue;
1479 } 1193 }
1194
1480 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1197 {
1483 pick_up (op, tmp); 1198 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1199 continue;
1487 } 1200 }
1488 1201
1489 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1205 {
1493 pick_up (op, tmp); 1206 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1207 continue;
1497 } 1208 }
1498 1209
1499 /* pick up all magical items */ 1210 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1213 {
1503 pick_up (op, tmp); 1214 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1215 continue;
1507 } 1216 }
1508 1217
1509 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1510 { 1219 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1221 {
1513 pick_up (op, tmp); 1222 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1223 continue;
1517 } 1224 }
1518 } 1225 }
1519 1226
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1230 {
1524 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1525 if (0) 1233 }
1526 fprintf (stderr, "JEWELS\n"); 1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1527 continue; 1240 continue;
1528 } 1241 }
1529 1242
1530 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1533 { 1246 {
1534 pick_up (op, tmp); 1247 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1248 continue;
1538 } 1249 }
1250
1539 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1541 { 1253 {
1542 pick_up (op, tmp); 1254 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1255 continue;
1546 } 1256 }
1547 1257
1548 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1551 { 1261 {
1552 pick_up (op, tmp); 1262 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1263 continue;
1556 } 1264 }
1265
1557 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1559 { 1268 {
1560 pick_up (op, tmp); 1269 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1270 continue;
1564 } 1271 }
1272
1565 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1567 { 1275 {
1568 pick_up (op, tmp); 1276 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1277 continue;
1572 } 1278 }
1279
1573 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1575 { 1282 {
1576 pick_up (op, tmp); 1283 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1284 continue;
1580 } 1285 }
1286
1581 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1583 { 1289 {
1584 pick_up (op, tmp); 1290 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1291 continue;
1588 } 1292 }
1293
1589 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1591 { 1296 {
1592 pick_up (op, tmp); 1297 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1298 continue;
1596 } 1299 }
1597 1300
1598 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1304 {
1602 pick_up (op, tmp); 1305 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1306 continue;
1606 } 1307 }
1607 1308
1608 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1612 { 1313 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1316 {
1616 pick_up (op, tmp); 1317 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1318 continue;
1620 } 1319 }
1621 } 1320 }
1321
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1323 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 { 1325 {
1626 pick_up (op, tmp); 1326 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1327 continue;
1630 } 1328 }
1631 } 1329 }
1632 } 1330 }
1633 1331
1634 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1335 {
1638 pick_up (op, tmp); 1336 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1337 continue;
1642 } 1338 }
1643 1339
1644 /* any of the last 4 bits set means we use the ratio for value 1340 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1341 * pickups */
1667 continue; 1363 continue;
1668 } 1364 }
1669 } 1365 }
1670 } /* the new pickup model */ 1366 } /* the new pickup model */
1671 } 1367 }
1368
1672 return !stop; 1369 return !stop;
1673} 1370}
1674 1371
1675/* 1372/*
1676 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1678 * found object is returned. 1375 * found object is returned.
1679 */ 1376 */
1680object * 1377object *
1681find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1682{ 1379{
1683 object *tmp = NULL; 1380 object *tmp = 0;
1684 1381
1685 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1689 return op; 1386 return op;
1387
1690 return tmp; 1388 return tmp;
1691} 1389}
1692 1390
1693/* 1391/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1396 */
1699
1700object * 1397object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1399{
1703 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1770 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1468 * op = the shooter
1772 * type = bow->race 1469 * type = bow->race
1773 * dir = fire direction 1470 * dir = fire direction
1774 */ 1471 */
1775
1776object * 1472object *
1777pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1778{ 1474{
1779 object *tmp = NULL; 1475 object *tmp = NULL;
1780 mapstruct *m; 1476 maptile *m;
1781 int i, mflags, found, number; 1477 int i, mflags, found, number;
1782 sint16 x, y; 1478 sint16 x, y;
1783 1479
1784 if (op->map == NULL) 1480 if (op->map == NULL)
1785 return find_arrow (op, type); 1481 return find_arrow (op, type);
1845 */ 1541 */
1846int 1542int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1544{
1849 object *left, *bow; 1545 object *left, *bow;
1850 tag_t left_tag, tag; 1546 int mflags;
1851 int bowspeed, mflags; 1547 maptile *m;
1852 mapstruct *m;
1853 1548
1854 if (!dir) 1549 if (!dir)
1855 { 1550 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1552 return 0;
1858 } 1553 }
1859 if (op->type == PLAYER) 1554
1860 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1861 else 1557 else
1862 { 1558 {
1863 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1566 if (!bow)
1871 { 1567 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1569 return 0;
1874 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1875 } 1579 }
1580
1876 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1877 { 1582 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1584 return 0;
1880 } 1585 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1586
1890 if (arrow == NULL) 1587 if (arrow == NULL)
1891 { 1588 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1590 {
1894 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1594 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1899 return 0; 1597 return 0;
1900 } 1598 }
1901 } 1599 }
1600
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1603 return 0;
1906 } 1604
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1606 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1608 return 0;
1911 } 1609 }
1912 1610
1913 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1612 if (arrow->nrof == 0)
1915 { 1613 {
1916 remove_ob (arrow); 1614 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1615 return 0;
1919 } 1616 }
1920 1617
1921 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1620 if (!arrow)
1925 { 1621 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1623 return 0;
1928 } 1624 }
1929 set_owner (arrow, op); 1625
1626 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1628 arrow->direction = dir;
1933 arrow->x = sx; 1629
1934 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1667
1936 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1937 { 1669 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1971 } 1677 }
1972 else 1678 else
1973 { 1679 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1680 arrow->level = op->level;
1977 } 1681 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1979 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1687 }
1981 arrow->slaying = bow->slaying;
1982 1688
1983 arrow->map = m; 1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1695
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1698
1991 if (!was_destroyed (arrow, tag)) 1699 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1700 move_arrow (arrow);
1993 1701
1994 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1995 { 1703 {
1996 if (was_destroyed (left, left_tag)) 1704 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1998 else 1706 else
1999 esrv_send_item (op, left); 1707 esrv_send_item (op, left);
2000 } 1708 }
1709
2001 return 1; 1710 return 1;
2002} 1711}
2003 1712
2004/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1714 * account the special fire modes players can have
2013{ 1722{
2014 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
2015 1724
2016 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
2017 { 1726 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1728 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1730 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1732 wcmod = -1;
1733
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1735 }
2026 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
2027 { 1737 {
2028 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);
2032 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1743 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1747 }
2039 else 1748 else
2040 { 1749 {
2041 /* Simple case */ 1750 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1752 }
1753
2044 return ret; 1754 return ret;
2045} 1755}
2046
2047 1756
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2050 */ 1759 */
2051void 1760void
2052fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2053{ 1762{
2054 object *item; 1763 object *item = op->contr->ranged_ob;
2055 1764
2056 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2057 { 1766 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1768 return;
2060 } 1769 }
2061 1770
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1771 if (!item->inv)
2064 { 1772 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1774 return;
2067 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2068 if (item->type == WAND) 1780 if (item->type == WAND)
2069 { 1781 {
2070 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2071 { 1783 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2074 return; 1787 return;
2075 } 1788 }
2076 } 1789 }
2077 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2078 { 1791 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 { 1793 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2082 if (item->type == ROD) 1796 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1798 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
2086 return; 1801 return;
2087 } 1802 }
2088 } 1803 }
2089 1804
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2098 1813
2099 if (item->arch) 1814 if (item->arch)
2100 { 1815 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2103 item->speed = 0; 1818 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1819 }
1820
2106 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1823 }
2109 } 1824 }
2110 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1826 drain_rod_charge (item);
2113 }
2114 } 1827 }
2115} 1828}
2116 1829
2117/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2118 */ 1831 */
2123 1836
2124 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2126 make_visible (op); 1839 make_visible (op);
2127 1840
2128 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2129 { 1844 {
2130 case range_none: 1845 control_golem (op->contr->golem, dir);
2131 return; 1846 return;
1847 }
2132 1848
2133 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2134 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2135 return; 1861 break;
2136 1862
2137 case range_magic: /* Casting spells */ 1863 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2139 return; 1865 break;
2140 1866
2141 case range_misc: 1867 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1868 apply_map_builder (op, dir);
2167 return; 1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
2168 default: 1875 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1876 fire_misc_object (op, dir);
2170 return; 1877 break;
2171 } 1878 }
2172} 1879}
2173
2174
2175 1880
2176/* find_key 1881/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1886 * pl is the player,
2182 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2185 */ 1890 */
2186
2187object * 1891object *
2188find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2189{ 1893{
2190 object *tmp, *key; 1894 object *tmp, *key;
2191 1895
2192 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1897 if (!container->inv)
2194 return NULL; 1898 return 0;
2195 1899
2196 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1902 {
2199 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1904 break;
2201 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2203 */ 1907 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1909 break;
2206 } 1910 }
1911
2207 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1915 * a key, return
2211 */ 1916 */
2212 if (!tmp) 1917 if (!tmp)
2213 { 1918 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1920 {
2216 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1923 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2220 return key; 1925 return key;
2221 } 1926 }
2222 } 1927 }
1928
2223 if (!tmp) 1929 if (!tmp)
2224 return NULL; 1930 return NULL;
2225 } 1931 }
1932
2226 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1934 * see if we actually want to use it
2228 */ 1935 */
2229 if (pl != container) 1936 if (pl != container)
2230 { 1937 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1960 return NULL;
2254 } 1961 }
2255 } 1962 }
1963
2256 return tmp; 1964 return tmp;
2257} 1965}
2258 1966
2259/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1970 * 0 otherwise
2263 */ 1971 */
2264static int 1972static int
2265player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2266{ 1974{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a use a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2271 */ 1978 */
2272 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2275 if (key) 1982 if (key)
2276 { 1983 {
2277 object *container = key->env; 1984 object *container = key->env;
2278 1985
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2280 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2281 make_visible (op); 1989 make_visible (op);
1990
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2284 if (door->type == DOOR) 1994 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2289 { 1997 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2292 } 2000 }
2001
2293 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2296 if (container != op) 2005 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2298 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2299 } 2009 }
2300 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2301 { 2011 {
2302 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 2014 return 1;
2305 } 2015 }
2016
2306 return 0; 2017 return 0;
2307} 2018}
2308 2019
2309/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2314 */ 2025 */
2315
2316void 2026void
2317move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2318{ 2028{
2319 object *tmp, *mon; 2029 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground; 2030 int on_battleground;
2322 mapstruct *m; 2031 maptile *m;
2323 2032
2324 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2326 2035
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2328 2037
2329 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2040 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2337 */ 2046 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339 { 2048 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 { 2050 {
2342 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2343 if (!m) 2052 if (!m)
2344 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2345 } 2054 }
2346 else 2055 else
2347 m = op->map; 2056 m = op->map;
2348 2057
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return; 2059 return;
2353 }
2354 2060
2355 mon = NULL; 2061 mon = 0;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2063 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2064 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2065 * on the space
2360 */ 2066 */
2361 while (tmp != NULL) 2067 while (tmp)
2362 { 2068 {
2363 if (tmp == op) 2069 if (tmp == op)
2364 { 2070 {
2365 tmp = tmp->above; 2071 tmp = tmp->above;
2366 continue; 2072 continue;
2367 } 2073 }
2074
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 { 2076 {
2370 mon = tmp; 2077 mon = tmp;
2371 break; 2078 break;
2372 } 2079 }
2080
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp; 2082 mon = tmp;
2083
2375 tmp = tmp->above; 2084 tmp = tmp->above;
2376 } 2085 }
2377 2086
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2088 return; /* into a wall */
2380 2089
2381 if (mon->head != NULL) 2090 if (mon->head)
2382 mon = mon->head; 2091 mon = mon->head;
2383 2092
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2386 return; 2095 return;
2398 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2399 */ 2108 */
2400 if ((op->type == PLAYER) 2109 if ((op->type == PLAYER)
2401#if COZY_SERVER 2110#if COZY_SERVER
2402 && 2111 &&
2403 ((get_owner (mon) && get_owner (mon)->contr 2112 ((mon->owner && mon->owner->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2405#else 2114#else
2406 && get_owner (mon) == op 2115 && mon->owner == op
2407#endif 2116#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2118 {
2410 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2120 if (op->contr->braced)
2412 return; 2121 return;
2122
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2126 make_visible (op);
2127
2417 return; 2128 return;
2418 } 2129 }
2419 2130
2420 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2423 * attack them either. 2134 * attack them either.
2424 */ 2135 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2427#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2428 (op->contr->peaceful 2139 (op->contr->peaceful
2429 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2430 && mon->contr-> 2141 && mon->contr->
2431 peaceful)) && 2142 peaceful)) &&
2432#else 2143#else
2433 op->contr->peaceful && 2144 op->contr->peaceful &&
2434#endif 2145#endif
2435 !on_battleground)) 2146 !on_battleground))
2436 { 2147 {
2437 if (!op->contr->braced) 2148 if (!op->contr->braced)
2438 { 2149 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2441 } 2152 }
2442 else 2153 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2155
2446 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2157 make_visible (op);
2448 } 2158 }
2449 2159
2450 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2461 * Way it works is like this: First, it must have some hit points 2171 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2173 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2175 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2178 {
2470
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2477 { 2180 {
2181 op->contr->has_hit = 1;
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2479
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 } 2183 }
2482 2184
2483 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2484 2186
2485 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2488 * the wiz. 2190 * the wiz.
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 { 2193 {
2492 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2493 2195
2494 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2496 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2497 } 2199 }
2200
2498 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2499 make_visible (op); 2202 make_visible (op);
2500 } 2203 }
2501 } /* if player should attack something */ 2204 } /* if player should attack something */
2502} 2205}
2504int 2207int
2505move_player (object *op, int dir) 2208move_player (object *op, int dir)
2506{ 2209{
2507 int pick; 2210 int pick;
2508 2211
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2213 return 0;
2511 2214
2512 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2514 { 2217 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2219 return 0;
2517 } 2220 }
2518 2221
2519 /* peterm: added following line */ 2222 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2225
2523 op->facing = dir; 2226 op->facing = dir;
2524 2227
2525 if (op->hide) 2228 if (op->hide)
2526 do_hidden_move (op); 2229 do_hidden_move (op);
2537 2240
2538 /* Add special check for newcs players and fire on - this way, the 2241 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2242 * server can handle repeat firing.
2540 */ 2243 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2245 op->direction = dir;
2544 }
2545 else 2246 else
2546 {
2547 op->direction = 0; 2247 op->direction = 0;
2548 } 2248
2549 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2251 * for players.
2552 */ 2252 */
2553 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2562 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2563 */ 2263 */
2564int 2264int
2565handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2566{ 2266{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2268 {
2589 flee_player (op); 2269 flee_player (op);
2270
2590 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2592 { 2273 {
2593 op->speed_left--; 2274 --op->speed_left;
2594 return 0; 2275 return 0;
2595 } 2276 }
2596 }
2597
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2277 }
2609 2278
2610 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2281 * called, so we recheck it here.
2613 */ 2282 */
2614 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2284 return 1;
2617 2285
2286 if (op->speed_left > 0.f)
2287 {
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 { 2289 {
2620 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--; 2291 --op->speed_left;
2622 2292
2623 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2626 */ 2296 */
2627 move_player (op, op->direction); 2297 move_player (op, op->direction);
2628 if (op->speed_left > 0) 2298
2629 return 1; 2299 return op->speed_left > 0.f;
2630 else 2300 }
2631 return 0;
2632 } 2301 }
2302
2633 return 0; 2303 return 0;
2634} 2304}
2635 2305
2636int 2306int
2637save_life (object *op) 2307save_life (object *op)
2638{ 2308{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2310 return 0;
2643 2311
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2314 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2317
2649 if (op->contr) 2318 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2319 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2320
2652 free_object (tmp); 2321 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2322 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323
2654 if (op->stats.hp < 0) 2324 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2326
2656 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2657 op->stats.food = 999; 2328 op->stats.food = 999;
2658 fix_player (op); 2329
2330 op->update_stats ();
2659 return 1; 2331 return 1;
2660 } 2332 }
2333
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2337 return 0;
2665} 2338}
2670 * from. 2343 * from.
2671 */ 2344 */
2672void 2345void
2673remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2674{ 2347{
2675 object *next;
2676
2677 while (op) 2348 while (op)
2678 { 2349 {
2679 next = op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2351
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2353 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2690 } 2358 }
2691 else if (op->inv) 2359 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2693 op = next; 2362 op = next;
2694 } 2363 }
2695} 2364}
2696
2697 2365
2698/* 2366/*
2699 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2383 else
2716 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2387 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2389 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2390 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2394 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2726 { 2396 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2399 strcat (buf2, buf);
2730 } 2400 }
2401
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2734 return buf2; 2406 return buf2;
2735} 2407}
2736
2737
2738 2408
2739void 2409void
2740do_some_living (object *op) 2410do_some_living (object *op)
2741{ 2411{
2742 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2418 int rate_grace = 2000;
2749 const int max_hp = 1; 2419 const int max_hp = 1;
2750 const int max_sp = 1; 2420 const int max_sp = 1;
2751 const int max_grace = 1; 2421 const int max_grace = 1;
2752 2422
2753 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2424 {
2425 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2432 }
2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2434 {
2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2440 }
2759 2441
2760 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2761 { 2443 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2448 else
2768 { 2449 {
2769 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2452 }
2453
2772 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2456 else
2775 { 2457 {
2776 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2460 }
2461
2779 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2464 else
2782 { 2465 {
2783 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2468 }
2786 2469
2787 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2789 { 2472 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2792 { 2475 {
2793 op->stats.sp++; 2476 op->stats.sp++;
2799 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food; 2484 op->stats.food = last_food;
2802 } 2485 }
2803 } 2486 }
2487
2804 if (max_sp > 1) 2488 if (max_sp > 1)
2805 { 2489 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2491 if (over_sp > 0)
2808 { 2492 {
2809 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2810 { 2494 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--; 2498 op->stats.sp--;
2499
2814 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2816 } 2502 }
2817 op->last_sp = 0; 2503 op->last_sp = 0;
2818 } 2504 }
2819 else 2505 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2507 }
2824 else 2508 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 } 2510 }
2829 2511
2830 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2833 { 2515 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2836 if (max_grace > 1) 2519 if (max_grace > 1)
2837 { 2520 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2522 if (over_grace > 0)
2840 { 2523 {
2868 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2553 op->stats.food = last_food;
2871 } 2554 }
2872 } 2555 }
2556
2873 if (max_hp > 1) 2557 if (max_hp > 1)
2874 { 2558 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2560 if (over_hp > 0)
2877 { 2561 {
2901 2585
2902 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else 2588 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2906 /* dms do not consume food */ 2591 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2593 op->stats.food--;
2909 } 2594 }
2910 }
2911 2595
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2597 {
2914 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2915 2599
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 { 2601 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2609 break;
2926 } 2610 }
2927 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2928 flesh = tmp; 2612 flesh = tmp;
2929 } /* End if paid for object */ 2613 } /* End if paid for object */
2930 } /* end of for loop */ 2614 } /* end of for loop */
2615
2931 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2617 * eat flesh instead.
2933 */ 2618 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2620 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2938 } 2623 }
2939 } /* end if player is starving */ 2624 }
2940 2625
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2943 2628
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2630 kill_player (op);
2631 }
2946} 2632}
2947
2948
2949 2633
2950/* If the player should die (lack of hp, food, etc), we call this. 2634/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2635 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2637 * file.
2957{ 2641{
2958 char buf[MAX_BUF]; 2642 char buf[MAX_BUF];
2959 int x, y; 2643 int x, y;
2960 2644
2961 //int i; 2645 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2646 maptile *map; /* this is for resurrection */
2963 2647
2964 /* int z; 2648 /* int z;
2965 int num_stats_lose; 2649 int num_stats_lose;
2966 int lost_a_stat; 2650 int lost_a_stat;
2967 int lose_this_stat; 2651 int lose_this_stat;
2982 { 2666 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2669
2986 /* restore player */ 2670 /* restore player */
2987 at = find_archetype ("poisoning"); 2671 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2673 {
2991 remove_ob (tmp); 2674 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2676 }
2995 2677
2996 at = find_archetype ("confusion"); 2678 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2680 {
3000 remove_ob (tmp); 2681 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2683 }
3004 2684
3005 cure_disease (op, 0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2688 op->stats.food = 999;
3009 2689
3010 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2692 {
3014 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2694 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2698 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2702 }
3025 2703
3026 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2706 op->contr->braced = 0;
3033 2711
3034 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
3035 2713
3036 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
3037 { 2715 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
3047 } 2718 }
3048 else 2719 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
3058 } 2721
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2723
3061 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3062 x = op->x; 2725 x = op->x;
3063 y = op->y; 2726 y = op->y;
3064 map = op->map; 2727 map = op->map;
3065 2728
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2730 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2731 * See the config.h file for a little more in depth detail about this.
3072 */ 2732 */
3073 2733
3074 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2736 * of death.
3077 */ 2737 */
3078#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3080 { 2740 {
3081 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2743 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2746 little bit harder. */
3087 /* GD */ 2747 /* GD */
3088 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2749 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2750 else
3094 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3095 num_stats_lose = 1; 2754 num_stats_lose = 1;
3096 } 2755
3097 lost_a_stat = 0; 2756 lost_a_stat = 0;
3098 2757
3099 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3100 { 2759 {
3101 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3102 2761
3103 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3104 { 2763 {
3105 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
3106 * what he lost. 2765 * what he lost.
3107 */ 2766 */
3108 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1; 2772 lost_a_stat = 1;
2773 }
2774 else
2775 {
2776 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion");
2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2782 {
2783 dep = arch_to_object (deparch);
2784 insert_ob_in_ob (dep, op);
3114 } 2785 }
3115 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3116 { 2788 {
3117 /* deplete a stat */ 2789 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3119 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3120 2792 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2793 {
3124 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3126 } 2796
3127 lose_this_stat = 1; 2797 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2798 if (keep_chance < 1)
2799 keep_chance = 1;
2800
2801 /* There is a maximum depletion total per level. */
2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2803 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2804 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2806 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2807 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2808 else
3169 if (this_stat >= -50)
3170 { 2809 {
3171 change_attr_value (&(dep->stats), i, -1); 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2815 }
3177 } 2816 }
3178 } 2817 }
2818
2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2822 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a
2826 * difference.
2827 */
2828 if (this_stat >= -50)
2829 {
2830 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats ();
2834 lost_a_stat = 1;
2835 }
3179 } 2836 }
2837 }
2838 }
3180 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2840 if (!lost_a_stat)
3182 { 2841 {
3183 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3186 2845
3187 if (god && (strcmp (god, "none"))) 2846 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2848 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2850 }
2851#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2853#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2854
3195 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2856 * exp loss on the stone.
3197 */ 2857 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2860 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2862 tmp->name_pl = buf;
3203 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2863 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3204 tmp->msg = buf; 2864 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2867
3208 /**************************************/ 2868 /**************************************/
3209 /* */ 2869 /* */
3210 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3213 /* */ 2873 /* */
3214
3215 /**************************************/ 2874 /**************************************/
3216 2875
3217 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2877 /* restore player */
3219 at = find_archetype ("poisoning"); 2878 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
2880
3221 if (tmp) 2881 if (tmp)
3222 { 2882 {
3223 remove_ob (tmp); 2883 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2885 }
3227 2886
3228 at = find_archetype ("confusion"); 2887 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2889 if (tmp)
3231 { 2890 {
3232 remove_ob (tmp); 2891 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2893 }
2894
3236 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3237 2896
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3241 op->stats.food = 900; 2900 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2904
3246 /* 2905 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2906 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3249 * in the map. 2908 */
3250 */
3251
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3254 2910
3255 /****************************************/ 2911 /****************************************/
3256 /* */ 2912 /* */
3257 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3259 /* */ 2915 /* */
3260
3261 /****************************************/ 2916 /****************************************/
3262 2917
3263 enter_player_savebed (op); 2918 enter_player_savebed (op);
3264 2919
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2920 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2921
3271 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2925 * on the space that might harm the player.
3275 */ 2926 */
3276 will_kill_again = 0; 2927 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3281 } 2931
3282 if (will_kill_again) 2932 if (will_kill_again)
3283 { 2933 {
3284 object *force; 2934 object *force;
3285 int at; 2935 int at;
3286 2936
3287 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2939 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2944 force->resist[at] = 100;
3296 } 2945
3297 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3298 fix_player (op); 2947 op->update_stats ();
3299 2948
3300 } 2949 }
3301 2950
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2952}
3380
3381 2953
3382void 2954void
3383loot_object (object *op) 2955loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3386 2958
3387 if (op->container) 2959 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2960
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3393 { 2962 {
3394 next = tmp->below; 2963 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3396 continue; 2966 continue;
3397 remove_ob (tmp); 2967
2968 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3399 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2973
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2975 {
3405 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3406 { 2977 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2979 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2981 }
3411 else 2982 else
3412 free_object (tmp); 2983 tmp->destroy ();
3413 } 2984 }
3414 else 2985 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2987 }
3417} 2988}
3419/* 2990/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2993 * was changed.
3423 */ 2994 */
3424
3425void 2995void
3426fix_weight (void) 2996fix_weight (void)
3427{ 2997{
3428 player *pl; 2998 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2999 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 3001
3434 if (old == sum) 3002 if (old == sum)
3435 continue; 3003 continue;
3436 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 3006 }
3439} 3007}
3440 3008
3441void 3009void
3442fix_luck (void) 3010fix_luck (void)
3443{ 3011{
3444 player *pl; 3012 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3449} 3015}
3450
3451 3016
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3455 */ 3020 */
3456
3457void 3021void
3458cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3459{ 3023{
3460 object *skop, *spob; 3024 object *skop, *spob;
3461 3025
3482 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3047 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3048
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3050
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3051 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3052}
3491 3053
3492void 3054void
3493make_visible (object *op) 3055make_visible (object *op)
3494{ 3056{
3497 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3498 { 3060 {
3499 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3501 } 3063 }
3064
3502 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3503} 3066}
3504 3067
3505int 3068int
3506is_true_undead (object *op) 3069is_true_undead (object *op)
3507{ 3070{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1; 3072 return 1;
3512 3073
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3074 return 0;
3519} 3075}
3520 3076
3521/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3578 3134
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3136
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3585 { 3140 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3142 make_visible (op);
3588 return; 3143 return;
3589 } 3144 }
3590 else 3145 else
3591 num += 20; 3146 num += 20;
3592 } 3147
3593 num += op->map->difficulty; 3148 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3150 num -= hide;
3151
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3153 {
3598 make_visible (op); 3154 make_visible (op);
3599 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3157 }
3602 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3160}
3607 3161
3608/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3609 3163
3610int 3164int
3611stand_near_hostile (object *who) 3165stand_near_hostile (object *who)
3612{ 3166{
3613 object *tmp = NULL; 3167 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3168 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3169 maptile *m;
3616 sint16 x, y; 3170 sint16 x, y;
3617 3171
3618 if (!who) 3172 if (!who)
3619 return 0; 3173 return 0;
3620 3174
3637 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3638 continue; 3192 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3194 continue;
3641 3195
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3197 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3199 return 1;
3646 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3647 { 3201 {
3677 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3678 { 3232 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3234 return -1;
3681 } 3235 }
3236
3682 if (!pl || !op) 3237 if (!pl || !op)
3683 return 0; 3238 return 0;
3684 3239
3685 if (op->head)
3686 {
3687 op = op->head; 3240 op = op->head_ ();
3688 } 3241
3689 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3690 3243
3691 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3245 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3701 3254
3702 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3256 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3257 * for any meaningful values.
3705 */ 3258 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3262 return 1;
3710 op = op->more; 3263 op = op->more;
3711 } 3264 }
3712 return 0; 3265 return 0;
3713} 3266}
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3364 int i = 0, j = 0;
3812 3365
3813 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3816 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3818 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3820 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3822 3375
3823 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3824 return; 3377 return;
3825 3378
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3380
3828 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3829 { 3382 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3384 return;
3832 } 3385 }
3833 3386
3899 { 3452 {
3900 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3454 object *skin;
3902 3455
3903 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3459 ;
3460
3905 if (skin == NULL) 3461 if (!skin)
3906 return; 3462 return;
3907 3463
3908 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3466 {
3955 * not readied. 3511 * not readied.
3956 */ 3512 */
3957void 3513void
3958player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3959{ 3515{
3960 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3961 3518
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3963 { 3520 pl->combat_ob = 0;
3521
3964 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3965 { 3523 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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