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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184} 150}
185 151
186int 152float
187playername_ok (const char *cp) 153player::weapon_speed () const
188{ 154{
189 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 156}
310 157
311/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
312static void 159static void
313set_first_map (object *op) 160set_first_map (object *op)
314{ 161{
315 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
316 op->x = -1; 163 op->x = -1;
317 op->y = -1; 164 op->y = -1;
318 enter_exit (op, NULL);
319} 165}
320 166
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
321/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
323 * mode. 377 * mode.
324 */ 378 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
330 383
331 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 385
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 386 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 387 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 388 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 390 set_first_map (pl->ob);
343 391
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 392 return pl;
351} 393}
352 394
353/* 395/*
354 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
364 { 406 {
365 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
366 at = first_archetype; 408 at = first_archetype;
367 else 409 else
368 at = at->next; 410 at = at->next;
411
369 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
370 return at; 413 return at;
414
371 if (at == start) 415 if (at == start)
372 { 416 {
373 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 418 exit (-1);
375 } 419 }
376 } 420 }
377} 421}
378 422
379
380object * 423object *
381get_nearest_player (object *mon) 424get_nearest_player (object *mon)
382{ 425{
383 object *op = NULL; 426 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 427 objectlink *ol;
386 unsigned lastdist; 428 unsigned lastdist;
387 rv_vector rv; 429 rv_vector rv;
388 430
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 432 {
391 /* 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
392 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 440 object *tmp = ol->ob;
399 441
400 /* 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
401 * itself will have been cleared. 443 * itself will have been cleared.
402 */ 444 */
403 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 ());
404 ol = ol->next; 447 ol = ol->next;
405 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
406 if (!ol) 449 if (!ol)
407 return op; 450 return op;
408 } 451 }
421 { 464 {
422 op = ol->ob; 465 op = ol->ob;
423 lastdist = rv.distance; 466 lastdist = rv.distance;
424 } 467 }
425 } 468 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 469
427 { 470 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
432 { 473 {
433 op = pl->ob; 474 op = pl->ob;
434 lastdist = rv.distance; 475 lastdist = rv.distance;
435 } 476 }
436 } 477
437 }
438#if 0 478#if 0
439 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)");
440#endif 480#endif
441 return op; 481 return op;
442} 482}
460 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 502 * is probably not a good thing.
463 */ 503 */
464#define MAX_SPACES 50 504#define MAX_SPACES 50
465
466 505
467/* 506/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 528path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 529{
491 rv_vector rv; 530 rv_vector rv;
492 sint16 x, y; 531 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 533 maptile *m, *lastmap;
495 534
496 get_rangevector (mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
497 536
498 if (rv.distance < mindiff) 537 if (rv.distance < mindiff)
499 return 0; 538 return 0;
501 x = mon->x; 540 x = mon->x;
502 y = mon->y; 541 y = mon->y;
503 m = mon->map; 542 m = mon->map;
504 dir = rv.direction; 543 dir = rv.direction;
505 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 */
506 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
507 /* 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. */
508 if (diff > max) 548 if (diff > max)
509 return 0; 549 return 0;
550
510 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
511 { 552 {
512 lastx = x; 553 lastx = x;
513 lasty = y; 554 lasty = y;
514 lastmap = m; 555 lastmap = m;
596 max--; 637 max--;
597 lastdir = dir; 638 lastdir = dir;
598 if (!firstdir) 639 if (!firstdir)
599 firstdir = dir; 640 firstdir = dir;
600 } 641 }
642
601 if (diff <= 1) 643 if (diff <= 1)
602 { 644 {
603 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 646 * headed toward player for entire distance.
605 */ 647 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 650 }
651
609 if (diff > max) 652 if (diff > max)
610 return 0; 653 return 0;
611 } 654 }
655
612 /* 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 */
613 if (!max) 657 if (!max)
614 return 0; 658 return 0;
615 659
616 return firstdir; 660 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 691 {
648 remove_ob (op); 692 op->destroy ();
649 free_object (op);
650 continue; 693 continue;
651 } 694 }
652 } 695 }
653 696
654 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
666 break; 709 break;
667 710
668 if (tmp) 711 if (tmp)
669 { 712 {
670 remove_ob (op); 713 op->destroy ();
671 free_object (op);
672 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);
673 continue; 715 continue;
674 } 716 }
717
675 if (op->nrof > 1) 718 if (op->nrof > 1)
676 op->nrof = 1; 719 op->nrof = 1;
677 } 720 }
678 721
679 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 736 }
694 if (op->type == SPELL) 737 if (op->type == SPELL)
695 { 738 {
696 remove_ob (op); 739 op->destroy ();
697 free_object (op);
698 continue; 740 continue;
699 } 741 }
700 else if (op->type == SKILL) 742 else if (op->type == SKILL)
701 { 743 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
712 link_player_skills (pl); 754 link_player_skills (pl);
713} 755}
714 756
715void 757void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
800{ 759{
801 if (party == NULL) 760 if (party == NULL)
802 { 761 {
803 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);
804 return; 763 return;
805 } 764 }
765
806 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
809 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:");
810} 770}
811
812 771
813/* 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. */
814int 773static int
815roll_stat (void) 774roll_stat (void)
816{ 775{
817 int a[4], i, j, k; 776 int a[4], i, j, k;
818 777
819 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
821 780
822 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 782 if (a[i] < k)
824 k = a[i], j = i; 783 k = a[i], j = i;
825 784
826 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 786 if (i != j)
829 k += a[i]; 787 k += a[i];
830 } 788
831 return k; 789 return k;
832} 790}
833 791
834void 792void
835roll_stats (object *op) 793object::roll_stats ()
836{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
837 int sum = 0; 799 int sum = 0;
838 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
840 802
841 do 803 if (sum >= 82 && sum <= 116)
804 break;
842 { 805 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 806
854 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 809
863 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
864 do 811 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 812
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 813 stats.exp = 0;
899 op->stats.ac = 0; 814 stats.ac = 0;
900 815
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
910} 828}
911 829
912void 830void
913Roll_Again (object *op) 831object::swap_stats (int a, int b)
914{ 832{
915 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 834
920void 835 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 862{
923 signed char tmp;
924 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
925 864
926 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 869}
1041 870
1042/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1046 * not the class. 875 * not the class.
1047 */ 876 */
1048 877void
1049int 878player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 879{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1068 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1070 889
1071 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1072 891
1073 if (op->msg) 892 if (ob->msg)
1074 op->msg = NULL; 893 ob->msg = 0;
1075 894
1076 /* 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
1077 * to save here. 896 * to save here.
1078 */ 897 */
898 {
899 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1081 903
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 904 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 907 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1090 fix_player (op); 909 ob->update_stats ();
1091 910
1092 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1093 * is one for this race 912 * is one for this race
1094 */ 913 */
1095 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1096 { 915 {
1097 object *tmp; 916 object *tmp;
1098 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1099 918
1100 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);
1101 tmp = get_object (); 920 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1107 * default initial map */ 926 * default initial map */
1108 free_object (tmp); 927 tmp->destroy ();
1109 } 928 }
1110 else 929 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 931}
1114 return 0;
1115 }
1116 932
933void
934player::chargen_race_next ()
935{
1117 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1119 */ 938 */
1120 939
1121 tmp_loop = 0; 940 do
1122 while (!tmp_loop)
1123 { 941 {
1124 shstr name = op->name; 942 shstr name = ob->name;
1125 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1126 944
1127 remove_statbonus (op); 945 ob->remove_statbonus ();
1128 remove_ob (op); 946 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 948 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 949 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1134 op->x = x; 952 ob->x = x;
1135 op->y = y; 953 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 957 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 958 }
959 while (!allowed_class (ob));
1142 960
1143 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 963 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 966 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 967}
1205 968
1206void 969void
1207flee_player (object *op) 970flee_player (object *op)
1208{ 971{
1238 { 1001 {
1239 op->enemy = NULL; 1002 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1004 return;
1242 } 1005 }
1006
1243 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1244 1008
1245 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1247 { 1011 {
1248 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1249 1013
1250 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)))
1251 {
1252 return; 1015 return;
1253 }
1254 } 1016 }
1017
1255 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1020 op->enemy = NULL;
1258} 1021}
1259 1022
1260
1261/* 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.
1262 * 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
1263 * stop. 1025 * stop.
1264 */ 1026 */
1265int 1027int
1266check_pick (object *op) 1028check_pick (object *op)
1267{ 1029{
1268 object *tmp, *next; 1030 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1031 int stop = 0;
1271 int j, k, wvratio; 1032 int wvratio;
1272 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1273
1274 1034
1275 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1277 return 1; 1037 return 1;
1278 1038
1279 op_tag = op->count;
1280
1281 next = op->below; 1039 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1040
1285 /* 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
1286 * destroyed */ 1042 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1288 { 1044 {
1289 tmp = next; 1045 tmp = next;
1290 next = tmp->below; 1046 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1047
1294 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1295 return 0; 1049 return 0;
1296 1050
1297 if (!can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1298 continue; 1052 continue;
1299 1053
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1109 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1114 }
1115
1389 /* philosophy: 1116 /* philosophy:
1390 * 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
1391 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1393 * 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
1394 * example. 1121 * example.
1395 * 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
1396 * 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
1397 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1434 { 1161 {
1435 pick_up (op, tmp); 1162 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1163 continue;
1439 } 1164 }
1165
1440 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1441 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)))
1442 { 1168 {
1443 pick_up (op, tmp); 1169 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1170 continue;
1447 } 1171 }
1448 1172
1449 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1451 { 1175 {
1452 pick_up (op, tmp); 1176 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1177 continue;
1456 } 1178 }
1457 1179
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1461 { 1183 {
1462 pick_up (op, tmp); 1184 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1185 continue;
1466 } 1186 }
1187
1467 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1469 { 1190 {
1470 pick_up (op, tmp); 1191 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1192 continue;
1474 } 1193 }
1194
1475 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1197 {
1478 pick_up (op, tmp); 1198 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1199 continue;
1482 } 1200 }
1483 1201
1484 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1205 {
1488 pick_up (op, tmp); 1206 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1207 continue;
1492 } 1208 }
1493 1209
1494 /* pick up all magical items */ 1210 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1496 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))
1497 { 1213 {
1498 pick_up (op, tmp); 1214 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1215 continue;
1502 } 1216 }
1503 1217
1504 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1505 { 1219 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1221 {
1508 pick_up (op, tmp); 1222 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1223 continue;
1512 } 1224 }
1513 } 1225 }
1514 1226
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1230 {
1519 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1520 if (0) 1233 }
1521 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);
1522 continue; 1240 continue;
1523 } 1241 }
1524 1242
1525 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1528 { 1246 {
1529 pick_up (op, tmp); 1247 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1248 continue;
1533 } 1249 }
1250
1534 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1536 { 1253 {
1537 pick_up (op, tmp); 1254 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1255 continue;
1541 } 1256 }
1542 1257
1543 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1546 { 1261 {
1547 pick_up (op, tmp); 1262 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1263 continue;
1551 } 1264 }
1265
1552 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1554 { 1268 {
1555 pick_up (op, tmp); 1269 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1270 continue;
1559 } 1271 }
1272
1560 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1562 { 1275 {
1563 pick_up (op, tmp); 1276 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1277 continue;
1567 } 1278 }
1279
1568 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1570 { 1282 {
1571 pick_up (op, tmp); 1283 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1284 continue;
1575 } 1285 }
1286
1576 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1578 { 1289 {
1579 pick_up (op, tmp); 1290 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1291 continue;
1583 } 1292 }
1293
1584 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1586 { 1296 {
1587 pick_up (op, tmp); 1297 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1298 continue;
1591 } 1299 }
1592 1300
1593 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1304 {
1597 pick_up (op, tmp); 1305 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1306 continue;
1601 } 1307 }
1602 1308
1603 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1313 {
1608 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 &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1316 {
1611 pick_up (op, tmp); 1317 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1318 continue;
1615 } 1319 }
1616 } 1320 }
1321
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1323 {
1619 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)
1620 { 1325 {
1621 pick_up (op, tmp); 1326 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1327 continue;
1625 } 1328 }
1626 } 1329 }
1627 } 1330 }
1628 1331
1629 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1335 {
1633 pick_up (op, tmp); 1336 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1337 continue;
1637 } 1338 }
1638 1339
1639 /* 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
1640 * pickups */ 1341 * pickups */
1662 continue; 1363 continue;
1663 } 1364 }
1664 } 1365 }
1665 } /* the new pickup model */ 1366 } /* the new pickup model */
1666 } 1367 }
1368
1667 return !stop; 1369 return !stop;
1668} 1370}
1669 1371
1670/* 1372/*
1671 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1673 * found object is returned. 1375 * found object is returned.
1674 */ 1376 */
1675object * 1377object *
1676find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1677{ 1379{
1678 object *tmp = NULL; 1380 object *tmp = 0;
1679 1381
1680 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1681 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))
1682 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1684 return op; 1386 return op;
1387
1685 return tmp; 1388 return tmp;
1686} 1389}
1687 1390
1688/* 1391/*
1689 * 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
1690 * 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
1691 * 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
1692 * 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.
1693 */ 1396 */
1694
1695object * 1397object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1399{
1698 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1765 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1468 * op = the shooter
1767 * type = bow->race 1469 * type = bow->race
1768 * dir = fire direction 1470 * dir = fire direction
1769 */ 1471 */
1770
1771object * 1472object *
1772pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1773{ 1474{
1774 object *tmp = NULL; 1475 object *tmp = NULL;
1775 mapstruct *m; 1476 maptile *m;
1776 int i, mflags, found, number; 1477 int i, mflags, found, number;
1777 sint16 x, y; 1478 sint16 x, y;
1778 1479
1779 if (op->map == NULL) 1480 if (op->map == NULL)
1780 return find_arrow (op, type); 1481 return find_arrow (op, type);
1840 */ 1541 */
1841int 1542int
1842fire_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)
1843{ 1544{
1844 object *left, *bow; 1545 object *left, *bow;
1845 tag_t left_tag, tag; 1546 int mflags;
1846 int bowspeed, mflags; 1547 maptile *m;
1847 mapstruct *m;
1848 1548
1849 if (!dir) 1549 if (!dir)
1850 { 1550 {
1851 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!");
1852 return 0; 1552 return 0;
1853 } 1553 }
1854 if (op->type == PLAYER) 1554
1855 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1856 else 1557 else
1857 { 1558 {
1858 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1859 /* 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
1860 * 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.
1865 if (!bow) 1566 if (!bow)
1866 { 1567 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1569 return 0;
1869 } 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
1870 } 1579 }
1580
1871 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1872 { 1582 {
1873 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);
1874 return 0; 1584 return 0;
1875 } 1585 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1586
1885 if (arrow == NULL) 1587 if (arrow == NULL)
1886 { 1588 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1590 {
1889 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1890 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);
1891 /* 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 */
1892 else 1594 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1894 return 0; 1597 return 0;
1895 } 1598 }
1896 } 1599 }
1600
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1603 return 0;
1901 } 1604
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1606 {
1904 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.");
1905 return 0; 1608 return 0;
1906 } 1609 }
1907 1610
1908 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1612 if (arrow->nrof == 0)
1910 { 1613 {
1911 remove_ob (arrow); 1614 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1615 return 0;
1914 } 1616 }
1915 1617
1916 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1620 if (!arrow)
1920 { 1621 {
1921 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);
1922 return 0; 1623 return 0;
1923 } 1624 }
1924 set_owner (arrow, op); 1625
1626 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1628 arrow->direction = dir;
1928 arrow->x = sx; 1629
1929 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;
1930 1667
1931 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1932 { 1669 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1966 } 1677 }
1967 else 1678 else
1968 { 1679 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1680 arrow->level = op->level;
1972 } 1681 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1974 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1687 }
1976 arrow->slaying = bow->slaying;
1977 1688
1978 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);
1979 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1695
1982 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);
1983 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1698
1986 if (!was_destroyed (arrow, tag)) 1699 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1700 move_arrow (arrow);
1988 1701
1989 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1990 { 1703 {
1991 if (was_destroyed (left, left_tag)) 1704 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1993 else 1706 else
1994 esrv_send_item (op, left); 1707 esrv_send_item (op, left);
1995 } 1708 }
1709
1996 return 1; 1710 return 1;
1997} 1711}
1998 1712
1999/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1714 * account the special fire modes players can have
2008{ 1722{
2009 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
2010 1724
2011 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
2012 { 1726 {
2013 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);
2014 } 1728 }
2015 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)
2016 { 1730 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1732 wcmod = -1;
1733
2019 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);
2020 } 1735 }
2021 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
2022 { 1737 {
2023 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);
2027 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1743 {
2029 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);
2030 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);
2031 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);
2032
2033 } 1747 }
2034 else 1748 else
2035 { 1749 {
2036 /* Simple case */ 1750 /* Simple case */
2037 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);
2038 } 1752 }
1753
2039 return ret; 1754 return ret;
2040} 1755}
2041
2042 1756
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2045 */ 1759 */
2046void 1760void
2047fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2048{ 1762{
2049 object *item; 1763 object *item = op->contr->ranged_ob;
2050 1764
2051 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2052 { 1766 {
2053 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.");
2054 return; 1768 return;
2055 } 1769 }
2056 1770
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1771 if (!item->inv)
2059 { 1772 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1774 return;
2062 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2063 if (item->type == WAND) 1780 if (item->type == WAND)
2064 { 1781 {
2065 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2066 { 1783 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2069 return; 1787 return;
2070 } 1788 }
2071 } 1789 }
2072 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2073 { 1791 {
2074 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))
2075 { 1793 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2077 if (item->type == ROD) 1796 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1798 else
2080 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
2081 return; 1801 return;
2082 } 1802 }
2083 } 1803 }
2084 1804
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2093 1813
2094 if (item->arch) 1814 if (item->arch)
2095 { 1815 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2098 item->speed = 0; 1818 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1819 }
1820
2101 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1823 }
2104 } 1824 }
2105 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1826 drain_rod_charge (item);
2108 }
2109 } 1827 }
2110} 1828}
2111 1829
2112/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2113 */ 1831 */
2118 1836
2119 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2121 make_visible (op); 1839 make_visible (op);
2122 1840
2123 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2124 { 1844 {
2125 case range_none: 1845 control_golem (op->contr->golem, dir);
2126 return; 1846 return;
1847 }
2127 1848
2128 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:
2129 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2130 return; 1861 break;
2131 1862
2132 case range_magic: /* Casting spells */ 1863 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1865 break;
2135 1866
2136 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2137 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2138 return; 1877 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1878 }
2167} 1879}
2168
2169
2170 1880
2171/* find_key 1881/* find_key
2172 * 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
2173 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1886 * pl is the player,
2177 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2180 */ 1890 */
2181
2182object * 1891object *
2183find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2184{ 1893{
2185 object *tmp, *key; 1894 object *tmp, *key;
2186 1895
2187 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1897 if (!container->inv)
2189 return NULL; 1898 return 0;
2190 1899
2191 /* 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 */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1902 {
2194 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1904 break;
2196 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2198 */ 1907 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1909 break;
2201 } 1910 }
1911
2202 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2203 /* 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.
2204 * 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
2205 * a key, return 1915 * a key, return
2206 */ 1916 */
2207 if (!tmp) 1917 if (!tmp)
2208 { 1918 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1920 {
2211 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1923 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2215 return key; 1925 return key;
2216 } 1926 }
2217 } 1927 }
1928
2218 if (!tmp) 1929 if (!tmp)
2219 return NULL; 1930 return NULL;
2220 } 1931 }
1932
2221 /* 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,
2222 * see if we actually want to use it 1934 * see if we actually want to use it
2223 */ 1935 */
2224 if (pl != container) 1936 if (pl != container)
2225 { 1937 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1960 return NULL;
2249 } 1961 }
2250 } 1962 }
1963
2251 return tmp; 1964 return tmp;
2252} 1965}
2253 1966
2254/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1970 * 0 otherwise
2258 */ 1971 */
2259static int 1972static int
2260player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2261{ 1974{
2262
2263 /* 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,
2264 * 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 -
2265 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2266 */ 1978 */
2267 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2270 if (key) 1982 if (key)
2271 { 1983 {
2272 object *container = key->env; 1984 object *container = key->env;
2273 1985
2274 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
2275 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2276 make_visible (op); 1989 make_visible (op);
1990
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2279 if (door->type == DOOR) 1994 if (door->type == DOOR)
2280 {
2281 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 */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2284 { 1997 {
2285 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));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2287 } 2000 }
2001
2288 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2291 if (container != op) 2005 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2293 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2294 } 2009 }
2295 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2296 { 2011 {
2297 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2014 return 1;
2300 } 2015 }
2016
2301 return 0; 2017 return 0;
2302} 2018}
2303 2019
2304/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2309 */ 2025 */
2310
2311void 2026void
2312move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2313{ 2028{
2314 object *tmp, *mon; 2029 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2030 int on_battleground;
2317 mapstruct *m; 2031 maptile *m;
2318 2032
2319 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2321 2035
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2323 2037
2324 /* 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
2325 * 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
2326 * 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
2327 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2332 */ 2046 */
2333 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))
2334 { 2048 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2050 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2338 if (!m) 2052 if (!m)
2339 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2340 } 2054 }
2341 else 2055 else
2342 m = op->map; 2056 m = op->map;
2343 2057
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2059 return;
2348 }
2349 2060
2350 mon = NULL; 2061 mon = 0;
2351 /* 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
2352 * 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.
2353 * 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
2354 * on the space 2065 * on the space
2355 */ 2066 */
2356 while (tmp != NULL) 2067 while (tmp)
2357 { 2068 {
2358 if (tmp == op) 2069 if (tmp == op)
2359 { 2070 {
2360 tmp = tmp->above; 2071 tmp = tmp->above;
2361 continue; 2072 continue;
2362 } 2073 }
2074
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2076 {
2365 mon = tmp; 2077 mon = tmp;
2366 break; 2078 break;
2367 } 2079 }
2080
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2082 mon = tmp;
2083
2370 tmp = tmp->above; 2084 tmp = tmp->above;
2371 } 2085 }
2372 2086
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2088 return; /* into a wall */
2375 2089
2376 if (mon->head != NULL) 2090 if (mon->head)
2377 mon = mon->head; 2091 mon = mon->head;
2378 2092
2379 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))
2380 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2381 return; 2095 return;
2393 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2394 */ 2108 */
2395 if ((op->type == PLAYER) 2109 if ((op->type == PLAYER)
2396#if COZY_SERVER 2110#if COZY_SERVER
2397 && 2111 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2112 ((mon->owner && mon->owner->contr
2399 && 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)
2400#else 2114#else
2401 && get_owner (mon) == op 2115 && mon->owner == op
2402#endif 2116#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2118 {
2405 /* 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 */
2406 if (op->contr->braced) 2120 if (op->contr->braced)
2407 return; 2121 return;
2122
2408 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);
2409 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2126 make_visible (op);
2127
2412 return; 2128 return;
2413 } 2129 }
2414 2130
2415 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2134 * attack them either.
2419 */ 2135 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (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)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2139 (op->contr->peaceful
2424 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2425 && mon->contr-> 2141 && mon->contr->
2426 peaceful)) && 2142 peaceful)) &&
2427#else 2143#else
2428 op->contr->peaceful && 2144 op->contr->peaceful &&
2429#endif 2145#endif
2430 !on_battleground)) 2146 !on_battleground))
2431 { 2147 {
2432 if (!op->contr->braced) 2148 if (!op->contr->braced)
2433 { 2149 {
2434 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);
2435 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2436 } 2152 }
2437 else 2153 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2155
2441 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2157 make_visible (op);
2443 } 2158 }
2444 2159
2445 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2456 * Way it works is like this: First, it must have some hit points 2171 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2172 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2173 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2175 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2178 {
2465
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2472 { 2180 {
2181 op->contr->has_hit = 1;
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2474
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2183 }
2477 2184
2478 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2479 2186
2480 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2190 * the wiz.
2485 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))
2486 { 2193 {
2487 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2488 2195
2489 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2492 } 2199 }
2200
2493 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2494 make_visible (op); 2202 make_visible (op);
2495 } 2203 }
2496 } /* if player should attack something */ 2204 } /* if player should attack something */
2497} 2205}
2499int 2207int
2500move_player (object *op, int dir) 2208move_player (object *op, int dir)
2501{ 2209{
2502 int pick; 2210 int pick;
2503 2211
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2213 return 0;
2506 2214
2507 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2509 { 2217 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2219 return 0;
2512 } 2220 }
2513 2221
2514 /* peterm: added following line */ 2222 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2225
2518 op->facing = dir; 2226 op->facing = dir;
2519 2227
2520 if (op->hide) 2228 if (op->hide)
2521 do_hidden_move (op); 2229 do_hidden_move (op);
2532 2240
2533 /* 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
2534 * server can handle repeat firing. 2242 * server can handle repeat firing.
2535 */ 2243 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2245 op->direction = dir;
2539 }
2540 else 2246 else
2541 {
2542 op->direction = 0; 2247 op->direction = 0;
2543 } 2248
2544 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2251 * for players.
2547 */ 2252 */
2548 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2558 */ 2263 */
2559int 2264int
2560handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2561{ 2266{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2268 {
2584 flee_player (op); 2269 flee_player (op);
2270
2585 /* 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 */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2587 { 2273 {
2588 op->speed_left--; 2274 --op->speed_left;
2589 return 0; 2275 return 0;
2590 } 2276 }
2591 }
2592
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2277 }
2604 2278
2605 /* 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
2606 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2281 * called, so we recheck it here.
2608 */ 2282 */
2609 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2284 return 1;
2612 2285
2286 if (op->speed_left > 0.f)
2287 {
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2289 {
2615 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2291 --op->speed_left;
2617 2292
2618 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2619 * 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
2620 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2621 */ 2296 */
2622 move_player (op, op->direction); 2297 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2298
2624 return 1; 2299 return op->speed_left > 0.f;
2625 else 2300 }
2626 return 0;
2627 } 2301 }
2302
2628 return 0; 2303 return 0;
2629} 2304}
2630 2305
2631int 2306int
2632save_life (object *op) 2307save_life (object *op)
2633{ 2308{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2310 return 0;
2638 2311
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2314 {
2642 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);
2643 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
2644 if (op->contr) 2318 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2319 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2320
2647 free_object (tmp); 2321 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2322 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323
2649 if (op->stats.hp < 0) 2324 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2326
2651 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2652 op->stats.food = 999; 2328 op->stats.food = 999;
2653 fix_player (op); 2329
2330 op->update_stats ();
2654 return 1; 2331 return 1;
2655 } 2332 }
2333
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2337 return 0;
2660} 2338}
2665 * from. 2343 * from.
2666 */ 2344 */
2667void 2345void
2668remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2669{ 2347{
2670 object *next;
2671
2672 while (op) 2348 while (op)
2673 { 2349 {
2674 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' */
2675 * we remove object 'op' 2351
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2353 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2685 } 2358 }
2686 else if (op->inv) 2359 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2688 op = next; 2362 op = next;
2689 } 2363 }
2690} 2364}
2691
2692 2365
2693/* 2366/*
2694 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2383 else
2711 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2387 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2715 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);
2716 else 2390 else
2717 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
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2394 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2721 { 2396 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2399 strcat (buf2, buf);
2725 } 2400 }
2401
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2729 return buf2; 2406 return buf2;
2730} 2407}
2731
2732
2733 2408
2734void 2409void
2735do_some_living (object *op) 2410do_some_living (object *op)
2736{ 2411{
2737 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2418 int rate_grace = 2000;
2744 const int max_hp = 1; 2419 const int max_hp = 1;
2745 const int max_sp = 1; 2420 const int max_sp = 1;
2746 const int max_grace = 1; 2421 const int max_grace = 1;
2747 2422
2748 if (op->contr->outputs_sync) 2423 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 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 }
2754 2441
2755 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2756 { 2443 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2448 else
2763 { 2449 {
2764 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2452 }
2453
2767 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2456 else
2770 { 2457 {
2771 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2460 }
2461
2774 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2464 else
2777 { 2465 {
2778 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2468 }
2781 2469
2782 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2472 {
2785 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);
2786 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2787 { 2475 {
2788 op->stats.sp++; 2476 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2795 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))
2796 op->stats.food = last_food; 2484 op->stats.food = last_food;
2797 } 2485 }
2798 } 2486 }
2487
2799 if (max_sp > 1) 2488 if (max_sp > 1)
2800 { 2489 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2491 if (over_sp > 0)
2803 { 2492 {
2804 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2805 { 2494 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2807 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))
2808 op->stats.sp--; 2498 op->stats.sp--;
2499
2809 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2811 } 2502 }
2812 op->last_sp = 0; 2503 op->last_sp = 0;
2813 } 2504 }
2814 else 2505 else
2815 {
2816 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);
2817 }
2818 } 2507 }
2819 else 2508 else
2820 {
2821 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);
2822 }
2823 } 2510 }
2824 2511
2825 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2826 /* 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. */
2827 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2828 { 2515 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2831 if (max_grace > 1) 2519 if (max_grace > 1)
2832 { 2520 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2522 if (over_grace > 0)
2835 { 2523 {
2863 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2864 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))
2865 op->stats.food = last_food; 2553 op->stats.food = last_food;
2866 } 2554 }
2867 } 2555 }
2556
2868 if (max_hp > 1) 2557 if (max_hp > 1)
2869 { 2558 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2560 if (over_hp > 0)
2872 { 2561 {
2896 2585
2897 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2898 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);
2899 else 2588 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2901 /* dms do not consume food */ 2591 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2593 op->stats.food--;
2904 } 2594 }
2905 }
2906 2595
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2597 {
2909 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2910 2599
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2601 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2917 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.");
2918 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2609 break;
2921 } 2610 }
2922 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2923 flesh = tmp; 2612 flesh = tmp;
2924 } /* End if paid for object */ 2613 } /* End if paid for object */
2925 } /* end of for loop */ 2614 } /* end of for loop */
2615
2926 /* 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
2927 * eat flesh instead. 2617 * eat flesh instead.
2928 */ 2618 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2620 {
2931 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.");
2932 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2933 } 2623 }
2934 } /* end if player is starving */ 2624 }
2935 2625
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2938 2628
2939 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))
2940 kill_player (op); 2630 kill_player (op);
2631 }
2941} 2632}
2942
2943
2944 2633
2945/* 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.
2946 * 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
2947 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2637 * file.
2952{ 2641{
2953 char buf[MAX_BUF]; 2642 char buf[MAX_BUF];
2954 int x, y; 2643 int x, y;
2955 2644
2956 //int i; 2645 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2646 maptile *map; /* this is for resurrection */
2958 2647
2959 /* int z; 2648 /* int z;
2960 int num_stats_lose; 2649 int num_stats_lose;
2961 int lost_a_stat; 2650 int lost_a_stat;
2962 int lose_this_stat; 2651 int lose_this_stat;
2978 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!");
2979 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...");
2980 2669
2981 /* restore player */ 2670 /* restore player */
2982 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2673 {
2986 remove_ob (tmp); 2674 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2676 }
2990 2677
2991 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2680 {
2995 remove_ob (tmp); 2681 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2683 }
2999 2684
3000 cure_disease (op, 0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2688 op->stats.food = 999;
3004 2689
3005 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2692 {
3009 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2694 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
3012 " 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",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2698 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2702 }
3020 2703
3021 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2706 op->contr->braced = 0;
3028 2711
3029 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
3030 2713
3031 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
3032 { 2715 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
3042 } 2718 }
3043 else 2719 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
3053 } 2721
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2723
3056 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3057 x = op->x; 2725 x = op->x;
3058 y = op->y; 2726 y = op->y;
3059 map = op->map; 2727 map = op->map;
3060 2728
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * 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.
3066 * 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.
3067 */ 2732 */
3068 2733
3069 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2736 * of death.
3072 */ 2737 */
3073#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3075 { 2740 {
3076 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3077 /* 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
3078 more if they do. */ 2743 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2746 little bit harder. */
3082 /* GD */ 2747 /* GD */
3083 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2749 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2750 else
3089 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3090 num_stats_lose = 1; 2754 num_stats_lose = 1;
3091 } 2755
3092 lost_a_stat = 0; 2756 lost_a_stat = 0;
3093 2757
3094 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3095 { 2759 {
3096 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3097 2761
3098 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3099 { 2763 {
3100 /* 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
3101 * what he lost. 2765 * what he lost.
3102 */ 2766 */
3103 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 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);
3109 } 2785 }
3110 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3111 { 2788 {
3112 /* deplete a stat */ 2789 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3114 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3115 2792 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2793 {
3119 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3121 } 2796
3122 lose_this_stat = 1; 2797 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 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)
3129 { 2803 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2804 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2806 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2807 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2808 else
3164 if (this_stat >= -50)
3165 { 2809 {
3166 change_attr_value (&(dep->stats), i, -1); 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 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"); */
3171 } 2815 }
3172 } 2816 }
3173 } 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 }
3174 } 2836 }
2837 }
2838 }
3175 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2840 if (!lost_a_stat)
3177 { 2841 {
3178 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3181 2845
3182 if (god && (strcmp (god, "none"))) 2846 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2848 else
3185 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.");
3186 } 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.");
3187#endif 2853#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2854
3190 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2856 * exp loss on the stone.
3192 */ 2857 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2860 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2862 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3199 tmp->msg = buf; 2864 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2867
3203 /**************************************/ 2868 /**************************************/
3204 /* */ 2869 /* */
3205 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3208 /* */ 2873 /* */
3209
3210 /**************************************/ 2874 /**************************************/
3211 2875
3212 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2877 /* restore player */
3214 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
2880
3216 if (tmp) 2881 if (tmp)
3217 { 2882 {
3218 remove_ob (tmp); 2883 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2885 }
3222 2886
3223 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2889 if (tmp)
3226 { 2890 {
3227 remove_ob (tmp); 2891 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2893 }
2894
3231 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3232 2896
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3236 op->stats.food = 900; 2900 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2904
3241 /* 2905 /*
3242 * 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
3243 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
3244 * in the map. 2908 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3249 2910
3250 /****************************************/ 2911 /****************************************/
3251 /* */ 2912 /* */
3252 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3254 /* */ 2915 /* */
3255
3256 /****************************************/ 2916 /****************************************/
3257 2917
3258 enter_player_savebed (op); 2918 enter_player_savebed (op);
3259 2919
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2920 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2921
3266 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2925 * on the space that might harm the player.
3270 */ 2926 */
3271 will_kill_again = 0; 2927 will_kill_again = 0;
3272 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)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3276 } 2931
3277 if (will_kill_again) 2932 if (will_kill_again)
3278 { 2933 {
3279 object *force; 2934 object *force;
3280 int at; 2935 int at;
3281 2936
3282 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2939 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2944 force->resist[at] = 100;
3291 } 2945
3292 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3293 fix_player (op); 2947 op->update_stats ();
3294 2948
3295 } 2949 }
3296 2950
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2952}
3366
3367 2953
3368void 2954void
3369loot_object (object *op) 2955loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3372 2958
3373 if (op->container) 2959 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2960
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3379 { 2962 {
3380 next = tmp->below; 2963 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3382 continue; 2966 continue;
3383 remove_ob (tmp); 2967
2968 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3385 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2973
3388 }
3389 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))))
3390 { 2975 {
3391 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3392 { 2977 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2979 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2981 }
3397 else 2982 else
3398 free_object (tmp); 2983 tmp->destroy ();
3399 } 2984 }
3400 else 2985 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2987 }
3403} 2988}
3405/* 2990/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3407 * 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
3408 * was changed. 2993 * was changed.
3409 */ 2994 */
3410
3411void 2995void
3412fix_weight (void) 2996fix_weight (void)
3413{ 2997{
3414 player *pl; 2998 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2999 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3001
3420 if (old == sum) 3002 if (old == sum)
3421 continue; 3003 continue;
3422 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3423 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);
3424 } 3006 }
3425} 3007}
3426 3008
3427void 3009void
3428fix_luck (void) 3010fix_luck (void)
3429{ 3011{
3430 player *pl; 3012 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3435} 3015}
3436
3437 3016
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3441 */ 3020 */
3442
3443void 3021void
3444cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3445{ 3023{
3446 object *skop, *spob; 3024 object *skop, *spob;
3447 3025
3468 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3469 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);
3470 3048
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3050
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3051 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3052}
3477 3053
3478void 3054void
3479make_visible (object *op) 3055make_visible (object *op)
3480{ 3056{
3483 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3484 { 3060 {
3485 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3487 } 3063 }
3064
3488 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3489} 3066}
3490 3067
3491int 3068int
3492is_true_undead (object *op) 3069is_true_undead (object *op)
3493{ 3070{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3072 return 1;
3498 3073
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3074 return 0;
3505} 3075}
3506 3076
3507/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3564 3134
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3136
3567 /* 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! */
3568 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3571 { 3140 {
3572 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!");
3573 make_visible (op); 3142 make_visible (op);
3574 return; 3143 return;
3575 } 3144 }
3576 else 3145 else
3577 num += 20; 3146 num += 20;
3578 } 3147
3579 num += op->map->difficulty; 3148 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3150 num -= hide;
3151
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3153 {
3584 make_visible (op); 3154 make_visible (op);
3585 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3586 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!");
3587 } 3157 }
3588 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3589 {
3590 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);
3591 }
3592} 3160}
3593 3161
3594/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3595 3163
3596int 3164int
3597stand_near_hostile (object *who) 3165stand_near_hostile (object *who)
3598{ 3166{
3599 object *tmp = NULL; 3167 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3168 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3169 maptile *m;
3602 sint16 x, y; 3170 sint16 x, y;
3603 3171
3604 if (!who) 3172 if (!who)
3605 return 0; 3173 return 0;
3606 3174
3623 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3624 continue; 3192 continue;
3625 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)))
3626 continue; 3194 continue;
3627 3195
3628 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)
3629 { 3197 {
3630 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))
3631 return 1; 3199 return 1;
3632 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3633 { 3201 {
3663 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3664 { 3232 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3234 return -1;
3667 } 3235 }
3236
3668 if (!pl || !op) 3237 if (!pl || !op)
3669 return 0; 3238 return 0;
3670 3239
3671 if (op->head)
3672 {
3673 op = op->head; 3240 op = op->head_ ();
3674 } 3241
3675 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3676 3243
3677 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3245 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3687 3254
3688 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3689 * 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
3690 * for any meaningful values. 3257 * for any meaningful values.
3691 */ 3258 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !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)])
3695 return 1; 3262 return 1;
3696 op = op->more; 3263 op = op->more;
3697 } 3264 }
3698 return 0; 3265 return 0;
3699} 3266}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3364 int i = 0, j = 0;
3798 3365
3799 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3808 3375
3809 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3810 return; 3377 return;
3811 3378
3812 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++);
3813 3380
3814 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3815 { 3382 {
3816 /* 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]); */
3817 return; 3384 return;
3818 } 3385 }
3819 3386
3885 { 3452 {
3886 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3454 object *skin;
3888 3455
3889 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3459 ;
3460
3891 if (skin == NULL) 3461 if (!skin)
3892 return; 3462 return;
3893 3463
3894 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3466 {
3941 * not readied. 3511 * not readied.
3942 */ 3512 */
3943void 3513void
3944player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3945{ 3515{
3946 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3947 3518
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3949 { 3520 pl->combat_ob = 0;
3521
3950 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3951 { 3523 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 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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