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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.19 2006/09/11 23:53:30 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 37
87void 38void
88display_motd (const object *op) 39display_motd (const object *op)
89{ 40{
90 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
93 int comp; 44 int comp;
94 int size; 45 int size;
95 46
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 49 return;
100 } 50
101 motd[0] = '\0'; 51 motd[0] = '\0';
102 size = 0; 52 size = 0;
53
103 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
104 { 55 {
105 if (*buf == '#') 56 if (*buf == '#')
106 continue; 57 continue;
58
107 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 60 size += strlen (buf);
109 } 61 }
62
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
112} 65}
113 66
114void 67void
120 int comp; 73 int comp;
121 int size; 74 int size;
122 75
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 78 return;
127 } 79
128 rules[0] = '\0'; 80 rules[0] = '\0';
129 size = 0; 81 size = 0;
82
130 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
131 { 84 {
132 if (*buf == '#') 85 if (*buf == '#')
133 continue; 86 continue;
87
134 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
135 { 89 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 91 break;
138 } 92 }
93
139 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 95 size += strlen (buf);
141 } 96 }
97
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
144} 100}
145 101
146void 102void
154 int size; 110 int size;
155 111
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 114 return;
115
159 news[0] = '\0'; 116 news[0] = '\0';
160 subject[0] = '\0'; 117 subject[0] = '\0';
161 size = 0; 118 size = 0;
119
162 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
163 { 121 {
164 if (*buf == '#') 122 if (*buf == '#')
165 continue; 123 continue;
124
166 if (*buf == '%') 125 if (*buf == '%')
167 { /* send one news */ 126 { /* send one news */
168 if (size > 0) 127 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
170 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
171 strip_endline (subject); 131 strip_endline (subject);
172 size = 0; 132 size = 0;
173 news[0] = '\0'; 133 news[0] = '\0';
174 } 134 }
183 size += strlen (buf); 143 size += strlen (buf);
184 } 144 }
185 } 145 }
186 146
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
190} 150}
191 151
192int 152float
193playername_ok (const char *cp) 153player::weapon_speed () const
194{ 154{
195 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 156}
317 157
318/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
319static void 159static void
320set_first_map (object *op) 160set_first_map (object *op)
321{ 161{
322 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
323 op->x = -1; 163 op->x = -1;
324 op->y = -1; 164 op->y = -1;
325 enter_exit (op, NULL);
326} 165}
327 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
328/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
330 * mode. 377 * mode.
331 */ 378 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
337 383
338 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 385
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 386 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 387 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 388 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 390 set_first_map (pl->ob);
350 391
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 392 return pl;
358} 393}
359 394
360/* 395/*
361 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
371 { 406 {
372 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
373 at = first_archetype; 408 at = first_archetype;
374 else 409 else
375 at = at->next; 410 at = at->next;
411
376 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
377 return at; 413 return at;
414
378 if (at == start) 415 if (at == start)
379 { 416 {
380 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 418 exit (-1);
382 } 419 }
383 } 420 }
384} 421}
385 422
386
387object * 423object *
388get_nearest_player (object *mon) 424get_nearest_player (object *mon)
389{ 425{
390 object *op = NULL; 426 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 427 objectlink *ol;
393 unsigned lastdist; 428 unsigned lastdist;
394 rv_vector rv; 429 rv_vector rv;
395 430
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 432 {
398 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 440 object *tmp = ol->ob;
406 441
407 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 443 * itself will have been cleared.
409 */ 444 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
411 ol = ol->next; 447 ol = ol->next;
412 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
413 if (!ol) 449 if (!ol)
414 return op; 450 return op;
415 } 451 }
428 { 464 {
429 op = ol->ob; 465 op = ol->ob;
430 lastdist = rv.distance; 466 lastdist = rv.distance;
431 } 467 }
432 } 468 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 469
434 { 470 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
439 { 473 {
440 op = pl->ob; 474 op = pl->ob;
441 lastdist = rv.distance; 475 lastdist = rv.distance;
442 } 476 }
443 } 477
444 }
445#if 0 478#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 480#endif
448 return op; 481 return op;
449} 482}
467 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 502 * is probably not a good thing.
470 */ 503 */
471#define MAX_SPACES 50 504#define MAX_SPACES 50
472
473 505
474/* 506/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 528path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 529{
498 rv_vector rv; 530 rv_vector rv;
499 sint16 x, y; 531 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 533 maptile *m, *lastmap;
502 534
503 get_rangevector (mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
504 536
505 if (rv.distance < mindiff) 537 if (rv.distance < mindiff)
506 return 0; 538 return 0;
508 x = mon->x; 540 x = mon->x;
509 y = mon->y; 541 y = mon->y;
510 m = mon->map; 542 m = mon->map;
511 dir = rv.direction; 543 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
514 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 548 if (diff > max)
516 return 0; 549 return 0;
550
517 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
518 { 552 {
519 lastx = x; 553 lastx = x;
520 lasty = y; 554 lasty = y;
521 lastmap = m; 555 lastmap = m;
603 max--; 637 max--;
604 lastdir = dir; 638 lastdir = dir;
605 if (!firstdir) 639 if (!firstdir)
606 firstdir = dir; 640 firstdir = dir;
607 } 641 }
642
608 if (diff <= 1) 643 if (diff <= 1)
609 { 644 {
610 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 646 * headed toward player for entire distance.
612 */ 647 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 650 }
651
616 if (diff > max) 652 if (diff > max)
617 return 0; 653 return 0;
618 } 654 }
655
619 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
620 if (!max) 657 if (!max)
621 return 0; 658 return 0;
622 659
623 return firstdir; 660 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 691 {
655 remove_ob (op); 692 op->destroy ();
656 free_object (op);
657 continue; 693 continue;
658 } 694 }
659 } 695 }
660 696
661 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
673 break; 709 break;
674 710
675 if (tmp) 711 if (tmp)
676 { 712 {
677 remove_ob (op); 713 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 715 continue;
681 } 716 }
717
682 if (op->nrof > 1) 718 if (op->nrof > 1)
683 op->nrof = 1; 719 op->nrof = 1;
684 } 720 }
685 721
686 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 736 }
701 if (op->type == SPELL) 737 if (op->type == SPELL)
702 { 738 {
703 remove_ob (op); 739 op->destroy ();
704 free_object (op);
705 continue; 740 continue;
706 } 741 }
707 else if (op->type == SKILL) 742 else if (op->type == SKILL)
708 { 743 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
719 link_player_skills (pl); 754 link_player_skills (pl);
720} 755}
721 756
722void 757void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
807{ 759{
808 if (party == NULL) 760 if (party == NULL)
809 { 761 {
810 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);
811 return; 763 return;
812 } 764 }
765
813 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
816 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:");
817} 770}
818
819 771
820/* 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. */
821int 773static int
822roll_stat (void) 774roll_stat (void)
823{ 775{
824 int a[4], i, j, k; 776 int a[4], i, j, k;
825 777
826 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
828 780
829 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 782 if (a[i] < k)
831 k = a[i], j = i; 783 k = a[i], j = i;
832 784
833 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 786 if (i != j)
836 k += a[i]; 787 k += a[i];
837 } 788
838 return k; 789 return k;
839} 790}
840 791
841void 792void
842roll_stats (object *op) 793object::roll_stats ()
843{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
844 int sum = 0; 799 int sum = 0;
845 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
847 802
848 do 803 if (sum >= 82 && sum <= 116)
804 break;
849 { 805 }
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 }
859 while (sum < 82 || sum > 116);
860 806
861 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 809
870 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
871 do 811 stats.stat (i) = statsort [i];
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886 812
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 813 stats.exp = 0;
906 op->stats.ac = 0; 814 stats.ac = 0;
907 815
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
915 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
916 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
917} 828}
918 829
919void 830void
920Roll_Again (object *op) 831object::swap_stats (int a, int b)
921{ 832{
922 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926 834
927void 835 for (int i = 0; i < NUM_STATS; ++i)
928Swap_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)
929{ 862{
930 signed char tmp;
931 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
932 864
933 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 869}
1048 870
1049/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1053 * not the class. 875 * not the class.
1054 */ 876 */
1055 877void
1056int 878player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 879{
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1075 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1077 889
1078 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1079 891
1080 if (op->msg) 892 if (ob->msg)
1081 op->msg = NULL; 893 ob->msg = 0;
1082 894
1083 /* 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
1084 * to save here. 896 * to save here.
1085 */ 897 */
898 {
899 char buf[MAX_BUF];
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1088 903
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 904 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op); 907 link_player_skills (ob);
1096 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1097 fix_player (op); 909 ob->update_stats ();
1098 910
1099 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1100 * is one for this race 912 * is one for this race
1101 */ 913 */
1102 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1103 { 915 {
1104 object *tmp; 916 object *tmp;
1105 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1106 918
1107 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);
1108 tmp = get_object (); 920 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1111 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1112 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;
1113 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1114 * default initial map */ 926 * default initial map */
1115 free_object (tmp); 927 tmp->destroy ();
1116 } 928 }
1117 else 929 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 931}
1121 return 0;
1122 }
1123 932
933void
934player::chargen_race_next ()
935{
1124 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1126 */ 938 */
1127 939
1128 tmp_loop = 0; 940 do
1129 while (!tmp_loop)
1130 { 941 {
1131 shstr name = op->name; 942 shstr name = ob->name;
1132 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1133 944
1134 remove_statbonus (op); 945 ob->remove_statbonus ();
1135 remove_ob (op); 946 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 948 ob->arch->clone.copy_to (ob);
1138 op->instantiate (); 949 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1141 op->x = x; 952 ob->x = x;
1142 op->y = y; 953 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 956 assign (ob->contr->title, ob->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 957 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 958 }
959 while (!allowed_class (ob));
1150 960
1151 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 963 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 966 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207
1208 play_again (op);
1209 return 1;
1210} 967}
1211 968
1212void 969void
1213flee_player (object *op) 970flee_player (object *op)
1214{ 971{
1244 { 1001 {
1245 op->enemy = NULL; 1002 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1004 return;
1248 } 1005 }
1006
1249 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1250 1008
1251 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1253 { 1011 {
1254 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1255 1013
1256 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)))
1257 {
1258 return; 1015 return;
1259 }
1260 } 1016 }
1017
1261 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1020 op->enemy = NULL;
1264} 1021}
1265 1022
1266
1267/* 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.
1268 * 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
1269 * stop. 1025 * stop.
1270 */ 1026 */
1271int 1027int
1272check_pick (object *op) 1028check_pick (object *op)
1273{ 1029{
1274 object *tmp, *next; 1030 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1031 int stop = 0;
1277 int j, k, wvratio; 1032 int wvratio;
1278 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1279
1280 1034
1281 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1283 return 1; 1037 return 1;
1284 1038
1285 op_tag = op->count;
1286
1287 next = op->below; 1039 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1040
1291 /* 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
1292 * destroyed */ 1042 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1294 { 1044 {
1295 tmp = next; 1045 tmp = next;
1296 next = tmp->below; 1046 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1047
1300 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1301 return 0; 1049 return 0;
1302 1050
1303 if (!can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1304 continue; 1052 continue;
1305 1053
1313 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1062 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1063 {
1316 switch (op->contr->mode) 1064 switch (op->contr->mode)
1317 { 1065 {
1318 case 0: 1066 case 0:
1319 return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1320 case 1: 1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1085 pick_up (op, tmp);
1322 return 1; 1086 break;
1087
1323 case 2: 1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1090 pick_up (op, tmp);
1325 return 0; 1091 break;
1326 case 3: 1092
1327 return 0; /* stop before pickup */ 1093 default:
1328 case 4: 1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1097 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1098 }
1351 } 1099 }
1352 else 1100 else
1353 { /* old model */ 1101 { /* old model */
1354 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1109 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1114 }
1115
1395 /* philosophy: 1116 /* philosophy:
1396 * 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
1397 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1399 * 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
1400 * example. 1121 * example.
1401 * 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
1402 * 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
1403 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1440 { 1161 {
1441 pick_up (op, tmp); 1162 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1163 continue;
1445 } 1164 }
1165
1446 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1447 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)))
1448 { 1168 {
1449 pick_up (op, tmp); 1169 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1170 continue;
1453 } 1171 }
1454 1172
1455 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1457 { 1175 {
1458 pick_up (op, tmp); 1176 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1177 continue;
1462 } 1178 }
1463 1179
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1467 { 1183 {
1468 pick_up (op, tmp); 1184 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1185 continue;
1472 } 1186 }
1187
1473 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1475 { 1190 {
1476 pick_up (op, tmp); 1191 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1192 continue;
1480 } 1193 }
1194
1481 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1197 {
1484 pick_up (op, tmp); 1198 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1199 continue;
1488 } 1200 }
1489 1201
1490 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1205 {
1494 pick_up (op, tmp); 1206 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1207 continue;
1498 } 1208 }
1499 1209
1500 /* pick up all magical items */ 1210 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1502 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))
1503 { 1213 {
1504 pick_up (op, tmp); 1214 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1215 continue;
1508 } 1216 }
1509 1217
1510 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1511 { 1219 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1221 {
1514 pick_up (op, tmp); 1222 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1223 continue;
1518 } 1224 }
1519 } 1225 }
1520 1226
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1230 {
1525 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1526 if (0) 1233 }
1527 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);
1528 continue; 1240 continue;
1529 } 1241 }
1530 1242
1531 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1534 { 1246 {
1535 pick_up (op, tmp); 1247 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1248 continue;
1539 } 1249 }
1250
1540 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1542 { 1253 {
1543 pick_up (op, tmp); 1254 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1255 continue;
1547 } 1256 }
1548 1257
1549 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1552 { 1261 {
1553 pick_up (op, tmp); 1262 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1263 continue;
1557 } 1264 }
1265
1558 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1560 { 1268 {
1561 pick_up (op, tmp); 1269 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1270 continue;
1565 } 1271 }
1272
1566 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1568 { 1275 {
1569 pick_up (op, tmp); 1276 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1277 continue;
1573 } 1278 }
1279
1574 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1576 { 1282 {
1577 pick_up (op, tmp); 1283 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1284 continue;
1581 } 1285 }
1286
1582 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1584 { 1289 {
1585 pick_up (op, tmp); 1290 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1291 continue;
1589 } 1292 }
1293
1590 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1592 { 1296 {
1593 pick_up (op, tmp); 1297 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1298 continue;
1597 } 1299 }
1598 1300
1599 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1304 {
1603 pick_up (op, tmp); 1305 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1306 continue;
1607 } 1307 }
1608 1308
1609 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1313 {
1614 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 &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1316 {
1617 pick_up (op, tmp); 1317 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1318 continue;
1621 } 1319 }
1622 } 1320 }
1321
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1323 {
1625 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)
1626 { 1325 {
1627 pick_up (op, tmp); 1326 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1327 continue;
1631 } 1328 }
1632 } 1329 }
1633 } 1330 }
1634 1331
1635 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1335 {
1639 pick_up (op, tmp); 1336 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1337 continue;
1643 } 1338 }
1644 1339
1645 /* 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
1646 * pickups */ 1341 * pickups */
1668 continue; 1363 continue;
1669 } 1364 }
1670 } 1365 }
1671 } /* the new pickup model */ 1366 } /* the new pickup model */
1672 } 1367 }
1368
1673 return !stop; 1369 return !stop;
1674} 1370}
1675 1371
1676/* 1372/*
1677 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1679 * found object is returned. 1375 * found object is returned.
1680 */ 1376 */
1681object * 1377object *
1682find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1683{ 1379{
1684 object *tmp = NULL; 1380 object *tmp = 0;
1685 1381
1686 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1687 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))
1688 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1690 return op; 1386 return op;
1387
1691 return tmp; 1388 return tmp;
1692} 1389}
1693 1390
1694/* 1391/*
1695 * 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
1696 * 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
1697 * 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
1698 * 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.
1699 */ 1396 */
1700
1701object * 1397object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1703{ 1399{
1704 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1771 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1468 * op = the shooter
1773 * type = bow->race 1469 * type = bow->race
1774 * dir = fire direction 1470 * dir = fire direction
1775 */ 1471 */
1776
1777object * 1472object *
1778pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1779{ 1474{
1780 object *tmp = NULL; 1475 object *tmp = NULL;
1781 mapstruct *m; 1476 maptile *m;
1782 int i, mflags, found, number; 1477 int i, mflags, found, number;
1783 sint16 x, y; 1478 sint16 x, y;
1784 1479
1785 if (op->map == NULL) 1480 if (op->map == NULL)
1786 return find_arrow (op, type); 1481 return find_arrow (op, type);
1846 */ 1541 */
1847int 1542int
1848fire_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)
1849{ 1544{
1850 object *left, *bow; 1545 object *left, *bow;
1851 tag_t left_tag, tag; 1546 int mflags;
1852 int bowspeed, mflags; 1547 maptile *m;
1853 mapstruct *m;
1854 1548
1855 if (!dir) 1549 if (!dir)
1856 { 1550 {
1857 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!");
1858 return 0; 1552 return 0;
1859 } 1553 }
1860 if (op->type == PLAYER) 1554
1861 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1862 else 1557 else
1863 { 1558 {
1864 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1865 /* 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
1866 * 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.
1871 if (!bow) 1566 if (!bow)
1872 { 1567 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1569 return 0;
1875 } 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
1876 } 1579 }
1580
1877 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1878 { 1582 {
1879 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);
1880 return 0; 1584 return 0;
1881 } 1585 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890 1586
1891 if (arrow == NULL) 1587 if (arrow == NULL)
1892 { 1588 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1590 {
1895 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1896 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);
1897 /* 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 */
1898 else 1594 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1900 return 0; 1597 return 0;
1901 } 1598 }
1902 } 1599 }
1600
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1603 return 0;
1907 } 1604
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1606 {
1910 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.");
1911 return 0; 1608 return 0;
1912 } 1609 }
1913 1610
1914 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1612 if (arrow->nrof == 0)
1916 { 1613 {
1917 remove_ob (arrow); 1614 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1615 return 0;
1920 } 1616 }
1921 1617
1922 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1620 if (!arrow)
1926 { 1621 {
1927 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);
1928 return 0; 1623 return 0;
1929 } 1624 }
1930 set_owner (arrow, op); 1625
1626 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1628 arrow->direction = dir;
1934 arrow->x = sx; 1629
1935 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;
1936 1667
1937 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1938 { 1669 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1956 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1972 } 1677 }
1973 else 1678 else
1974 { 1679 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1680 arrow->level = op->level;
1978 } 1681 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1980 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1687 }
1982 arrow->slaying = bow->slaying;
1983 1688
1984 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);
1985 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1695
1988 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);
1989 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1698
1992 if (!was_destroyed (arrow, tag)) 1699 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1700 move_arrow (arrow);
1994 1701
1995 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1996 { 1703 {
1997 if (was_destroyed (left, left_tag)) 1704 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1999 else 1706 else
2000 esrv_send_item (op, left); 1707 esrv_send_item (op, left);
2001 } 1708 }
1709
2002 return 1; 1710 return 1;
2003} 1711}
2004 1712
2005/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1714 * account the special fire modes players can have
2014{ 1722{
2015 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
2016 1724
2017 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
2018 { 1726 {
2019 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);
2020 } 1728 }
2021 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)
2022 { 1730 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1732 wcmod = -1;
1733
2025 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);
2026 } 1735 }
2027 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
2028 { 1737 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2033 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1743 {
2035 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);
2036 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);
2037 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);
2038
2039 } 1747 }
2040 else 1748 else
2041 { 1749 {
2042 /* Simple case */ 1750 /* Simple case */
2043 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);
2044 } 1752 }
1753
2045 return ret; 1754 return ret;
2046} 1755}
2047
2048 1756
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2051 */ 1759 */
2052void 1760void
2053fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2054{ 1762{
2055 object *item; 1763 object *item = op->contr->ranged_ob;
2056 1764
2057 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2058 { 1766 {
2059 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.");
2060 return; 1768 return;
2061 } 1769 }
2062 1770
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1771 if (!item->inv)
2065 { 1772 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1774 return;
2068 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2069 if (item->type == WAND) 1780 if (item->type == WAND)
2070 { 1781 {
2071 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2072 { 1783 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2075 return; 1787 return;
2076 } 1788 }
2077 } 1789 }
2078 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2079 { 1791 {
2080 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))
2081 { 1793 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2083 if (item->type == ROD) 1796 if (item->type == ROD)
2084 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085 else 1798 else
2086 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
2087 return; 1801 return;
2088 } 1802 }
2089 } 1803 }
2090 1804
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2099 1813
2100 if (item->arch) 1814 if (item->arch)
2101 { 1815 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2104 item->speed = 0; 1818 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1819 }
1820
2107 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1823 }
2110 } 1824 }
2111 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1826 drain_rod_charge (item);
2114 }
2115 } 1827 }
2116} 1828}
2117 1829
2118/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2119 */ 1831 */
2124 1836
2125 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2127 make_visible (op); 1839 make_visible (op);
2128 1840
2129 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2130 { 1844 {
2131 case range_none: 1845 control_golem (op->contr->golem, dir);
2132 return; 1846 return;
1847 }
2133 1848
2134 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:
2135 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2136 return; 1861 break;
2137 1862
2138 case range_magic: /* Casting spells */ 1863 case SPELL:
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2140 return; 1865 break;
2141 1866
2142 case range_misc: 1867 case BUILDER:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir); 1868 apply_map_builder (op, dir);
2168 return; 1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
2169 default: 1875 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1876 fire_misc_object (op, dir);
2171 return; 1877 break;
2172 } 1878 }
2173} 1879}
2174
2175
2176 1880
2177/* find_key 1881/* find_key
2178 * 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
2179 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2182 * pl is the player, 1886 * pl is the player,
2183 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2186 */ 1890 */
2187
2188object * 1891object *
2189find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2190{ 1893{
2191 object *tmp, *key; 1894 object *tmp, *key;
2192 1895
2193 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1897 if (!container->inv)
2195 return NULL; 1898 return 0;
2196 1899
2197 /* 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 */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1902 {
2200 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1904 break;
2202 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2204 */ 1907 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1909 break;
2207 } 1910 }
1911
2208 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2209 /* 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.
2210 * 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
2211 * a key, return 1915 * a key, return
2212 */ 1916 */
2213 if (!tmp) 1917 if (!tmp)
2214 { 1918 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 { 1920 {
2217 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2219 { 1923 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2221 return key; 1925 return key;
2222 } 1926 }
2223 } 1927 }
1928
2224 if (!tmp) 1929 if (!tmp)
2225 return NULL; 1930 return NULL;
2226 } 1931 }
1932
2227 /* 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,
2228 * see if we actually want to use it 1934 * see if we actually want to use it
2229 */ 1935 */
2230 if (pl != container) 1936 if (pl != container)
2231 { 1937 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254 return NULL; 1960 return NULL;
2255 } 1961 }
2256 } 1962 }
1963
2257 return tmp; 1964 return tmp;
2258} 1965}
2259 1966
2260/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2263 * 0 otherwise 1970 * 0 otherwise
2264 */ 1971 */
2265static int 1972static int
2266player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2267{ 1974{
2268
2269 /* 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,
2270 * 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 -
2271 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2272 */ 1978 */
2273 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2276 if (key) 1982 if (key)
2277 { 1983 {
2278 object *container = key->env; 1984 object *container = key->env;
2279 1985
2280 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
2281 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2282 make_visible (op); 1989 make_visible (op);
1990
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2285 if (door->type == DOOR) 1994 if (door->type == DOOR)
2286 {
2287 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 */
2288 }
2289 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2290 { 1997 {
2291 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));
2292 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2293 } 2000 }
2001
2294 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2297 if (container != op) 2005 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2299 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2300 } 2009 }
2301 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2302 { 2011 {
2303 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2305 return 1; 2014 return 1;
2306 } 2015 }
2016
2307 return 0; 2017 return 0;
2308} 2018}
2309 2019
2310/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2315 */ 2025 */
2316
2317void 2026void
2318move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2319{ 2028{
2320 object *tmp, *mon; 2029 object *tmp, *mon;
2321 sint16 nx, ny;
2322 int on_battleground; 2030 int on_battleground;
2323 mapstruct *m; 2031 maptile *m;
2324 2032
2325 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2327 2035
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2329 2037
2330 /* 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
2331 * 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
2332 * 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
2333 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2338 */ 2046 */
2339 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))
2340 { 2048 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 { 2050 {
2343 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2344 if (!m) 2052 if (!m)
2345 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2346 } 2054 }
2347 else 2055 else
2348 m = op->map; 2056 m = op->map;
2349 2057
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return; 2059 return;
2354 }
2355 2060
2356 mon = NULL; 2061 mon = 0;
2357 /* 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
2358 * 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.
2359 * 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
2360 * on the space 2065 * on the space
2361 */ 2066 */
2362 while (tmp != NULL) 2067 while (tmp)
2363 { 2068 {
2364 if (tmp == op) 2069 if (tmp == op)
2365 { 2070 {
2366 tmp = tmp->above; 2071 tmp = tmp->above;
2367 continue; 2072 continue;
2368 } 2073 }
2074
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2076 {
2371 mon = tmp; 2077 mon = tmp;
2372 break; 2078 break;
2373 } 2079 }
2080
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2082 mon = tmp;
2083
2376 tmp = tmp->above; 2084 tmp = tmp->above;
2377 } 2085 }
2378 2086
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2088 return; /* into a wall */
2381 2089
2382 if (mon->head != NULL) 2090 if (mon->head)
2383 mon = mon->head; 2091 mon = mon->head;
2384 2092
2385 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))
2386 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2387 return; 2095 return;
2396 2104
2397 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2398 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2400 */ 2108 */
2401 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2402#if COZY_SERVER 2110 && ((mon->owner && mon->owner->contr
2403 &&
2404 ((get_owner (mon) && get_owner (mon)->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2406#else 2112 || mon->owner == op)
2407 && get_owner (mon) == op
2408#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2114 {
2411 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2116 if (op->contr->braced)
2413 return; 2117 return;
2118
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2415 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2122 make_visible (op);
2123
2418 return; 2124 return;
2419 } 2125 }
2420 2126
2421 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2423 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2424 * attack them either. 2130 * attack them either.
2425 */ 2131 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2428#ifdef PROHIBIT_PLAYERKILL 2134 && ((op->contr->peaceful
2429 (op->contr->peaceful 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2430 || (mon->type == PLAYER 2136 && !on_battleground))
2431 && mon->contr->
2432 peaceful)) &&
2433#else
2434 op->contr->peaceful &&
2435#endif
2436 !on_battleground))
2437 { 2137 {
2438 if (!op->contr->braced) 2138 if (!op->contr->braced)
2439 { 2139 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2441 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2442 } 2142 }
2443 else 2143 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2145
2447 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2147 make_visible (op);
2449 } 2148 }
2450 2149
2451 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2462 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2463 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2464 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2465 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2466 */ 2165 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 2168 {
2471
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit) 2169 if (!op->contr->has_hit)
2478 { 2170 {
2171 op->contr->has_hit = 1;
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2480
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 } 2173 }
2483 2174
2484 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2485 2176
2486 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either. 2178 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is 2179 * Disable hitback on the battleground or if the target is
2489 * the wiz. 2180 * the wiz.
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 { 2183 {
2493 short luck = mon->stats.luck; 2184 short luck = mon->stats.luck;
2494 2185
2495 mon->contr->has_hit = 1; 2186 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL); 2187 skill_attack (op, mon, 0, 0, 0);
2497 mon->stats.luck = luck; 2188 mon->stats.luck = luck;
2498 } 2189 }
2190
2499 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2500 make_visible (op); 2192 make_visible (op);
2501 } 2193 }
2502 } /* if player should attack something */ 2194 } /* if player should attack something */
2503} 2195}
2505int 2197int
2506move_player (object *op, int dir) 2198move_player (object *op, int dir)
2507{ 2199{
2508 int pick; 2200 int pick;
2509 2201
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2203 return 0;
2512 2204
2513 /* Sanity check: make sure dir is valid */ 2205 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2206 if ((dir < 0) || (dir >= 9))
2515 { 2207 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2209 return 0;
2518 } 2210 }
2519 2211
2520 /* peterm: added following line */ 2212 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2215
2524 op->facing = dir; 2216 op->facing = dir;
2525 2217
2526 if (op->hide) 2218 if (op->hide)
2527 do_hidden_move (op); 2219 do_hidden_move (op);
2538 2230
2539 /* Add special check for newcs players and fire on - this way, the 2231 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2232 * server can handle repeat firing.
2541 */ 2233 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2235 op->direction = dir;
2545 }
2546 else 2236 else
2547 {
2548 op->direction = 0; 2237 op->direction = 0;
2549 } 2238
2550 /* Update how the player looks. Use the facing, so direction may 2239 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2240 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2241 * for players.
2553 */ 2242 */
2554 animate_object (op, op->facing); 2243 animate_object (op, op->facing);
2563 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2564 */ 2253 */
2565int 2254int
2566handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2567{ 2256{
2568 if (op->contr->hidden)
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 }
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 }
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2258 {
2590 flee_player (op); 2259 flee_player (op);
2260
2591 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2592 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2593 { 2263 {
2594 op->speed_left--; 2264 --op->speed_left;
2595 return 0; 2265 return 0;
2596 } 2266 }
2597 }
2598
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 } 2267 }
2610 2268
2611 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2271 * called, so we recheck it here.
2614 */ 2272 */
2615 HandleClient (&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2616 if (op->speed_left < 0)
2617 return 0; 2274 return 1;
2618 2275
2276 if (op->speed_left > 0.f)
2277 {
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2279 {
2621 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--; 2281 --op->speed_left;
2623 2282
2624 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2627 */ 2286 */
2628 move_player (op, op->direction); 2287 move_player (op, op->direction);
2629 if (op->speed_left > 0) 2288
2630 return 1; 2289 return op->speed_left > 0.f;
2631 else 2290 }
2632 return 0;
2633 } 2291 }
2292
2634 return 0; 2293 return 0;
2635} 2294}
2636 2295
2637int 2296int
2638save_life (object *op) 2297save_life (object *op)
2639{ 2298{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2300 return 0;
2644 2301
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2302 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2304 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307
2650 if (op->contr) 2308 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2309 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2310
2653 free_object (tmp); 2311 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313
2655 if (op->stats.hp < 0) 2314 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2316
2657 if (op->stats.food < 0) 2317 if (op->stats.food < 0)
2658 op->stats.food = 999; 2318 op->stats.food = 999;
2659 fix_player (op); 2319
2320 op->update_stats ();
2660 return 1; 2321 return 1;
2661 } 2322 }
2323
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2326 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2327 return 0;
2666} 2328}
2671 * from. 2333 * from.
2672 */ 2334 */
2673void 2335void
2674remove_unpaid_objects (object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2675{ 2337{
2676 object *next;
2677
2678 while (op) 2338 while (op)
2679 { 2339 {
2680 next = op->below; /* Make sure we have a good value, in case 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2681 * we remove object 'op' 2341
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2343 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2346
2347 op->insert_at (env);
2691 } 2348 }
2692 else if (op->inv) 2349 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2350 remove_unpaid_objects (op->inv, env);
2351
2694 op = next; 2352 op = next;
2695 } 2353 }
2696} 2354}
2697
2698 2355
2699/* 2356/*
2700 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2370 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2373 else
2717 sprintf (buf, "%s\n", &op->name); 2374 sprintf (buf, "%s\n", &op->name);
2375
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2377 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2380 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2384 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2727 { 2386 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2389 strcat (buf2, buf);
2731 } 2390 }
2391
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2394 strcat (buf2, buf);
2395
2735 return buf2; 2396 return buf2;
2736} 2397}
2737
2738
2739 2398
2740void 2399void
2741do_some_living (object *op) 2400do_some_living (object *op)
2742{ 2401{
2743 int last_food = op->stats.food; 2402 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2408 int rate_grace = 2000;
2750 const int max_hp = 1; 2409 const int max_hp = 1;
2751 const int max_sp = 1; 2410 const int max_sp = 1;
2752 const int max_grace = 1; 2411 const int max_grace = 1;
2753 2412
2754 if (op->contr->outputs_sync) 2413 if (op->contr->hidden)
2755 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 } 2414 {
2415 op->invisible = 1000;
2416 /* the socket code flashes the player visible/invisible
2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2422 }
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424 {
2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2430 }
2760 2431
2761 if (op->contr->state == ST_PLAYING) 2432 if (op->contr->ns->state == ST_PLAYING)
2762 { 2433 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2435 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2436 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2438 else
2769 { 2439 {
2770 gen_hp = op->stats.maxhp; 2440 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2442 }
2443
2773 if (op->contr->gen_sp >= 0) 2444 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2446 else
2776 { 2447 {
2777 gen_sp = op->stats.maxsp; 2448 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2450 }
2451
2780 if (op->contr->gen_grace >= 0) 2452 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2454 else
2783 { 2455 {
2784 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2458 }
2787 2459
2788 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2790 { 2462 {
2791 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2792 if (op->stats.sp < op->stats.maxsp) 2464 if (op->stats.sp < op->stats.maxsp)
2793 { 2465 {
2794 op->stats.sp++; 2466 op->stats.sp++;
2800 op->stats.food += op->contr->digestion; 2472 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food; 2474 op->stats.food = last_food;
2803 } 2475 }
2804 } 2476 }
2477
2805 if (max_sp > 1) 2478 if (max_sp > 1)
2806 { 2479 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2480 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2481 if (over_sp > 0)
2809 { 2482 {
2810 if (op->stats.sp < op->stats.maxsp) 2483 if (op->stats.sp < op->stats.maxsp)
2811 { 2484 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--; 2488 op->stats.sp--;
2489
2815 if (op->stats.sp > op->stats.maxsp) 2490 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2491 op->stats.sp = op->stats.maxsp;
2817 } 2492 }
2818 op->last_sp = 0; 2493 op->last_sp = 0;
2819 } 2494 }
2820 else 2495 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 } 2497 }
2825 else 2498 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 } 2500 }
2830 2501
2831 /* Regenerate Grace */ 2502 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2504 if (--op->last_grace < 0)
2834 { 2505 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2506 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2837 if (max_grace > 1) 2509 if (max_grace > 1)
2838 { 2510 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2512 if (over_grace > 0)
2841 { 2513 {
2869 op->stats.food += op->contr->digestion; 2541 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2543 op->stats.food = last_food;
2872 } 2544 }
2873 } 2545 }
2546
2874 if (max_hp > 1) 2547 if (max_hp > 1)
2875 { 2548 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2550 if (over_hp > 0)
2878 { 2551 {
2891 } 2564 }
2892 2565
2893 /* Digestion */ 2566 /* Digestion */
2894 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2895 { 2568 {
2896#ifdef COZY_SERVER
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899#else
2900 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2901#endif
2902 2570
2903 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2905 else 2573 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2907 /* dms do not consume food */ 2576 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2578 op->stats.food--;
2910 } 2579 }
2911 }
2912 2580
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2582 {
2915 object *tmp, *flesh = NULL; 2583 object *tmp, *flesh = 0;
2916 2584
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 { 2586 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2588 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2592 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2594 break;
2927 } 2595 }
2928 else if (tmp->type == FLESH) 2596 else if (tmp->type == FLESH)
2929 flesh = tmp; 2597 flesh = tmp;
2930 } /* End if paid for object */ 2598 } /* End if paid for object */
2931 } /* end of for loop */ 2599 } /* end of for loop */
2600
2932 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2602 * eat flesh instead.
2934 */ 2603 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2605 {
2937 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.");
2938 manual_apply (op, flesh, 0); 2607 manual_apply (op, flesh, 0);
2939 } 2608 }
2940 } /* end if player is starving */ 2609 }
2941 2610
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2944 2613
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2946 kill_player (op); 2615 kill_player (op);
2616 }
2947} 2617}
2948
2949
2950 2618
2951/* If the player should die (lack of hp, food, etc), we call this. 2619/* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not 2620 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player 2621 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2622 * file.
2958{ 2626{
2959 char buf[MAX_BUF]; 2627 char buf[MAX_BUF];
2960 int x, y; 2628 int x, y;
2961 2629
2962 //int i; 2630 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2631 maptile *map; /* this is for resurrection */
2964 2632
2965 /* int z; 2633 /* int z;
2966 int num_stats_lose; 2634 int num_stats_lose;
2967 int lost_a_stat; 2635 int lost_a_stat;
2968 int lose_this_stat; 2636 int lose_this_stat;
2983 { 2651 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2654
2987 /* restore player */ 2655 /* restore player */
2988 at = find_archetype ("poisoning"); 2656 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2658 {
2992 remove_ob (tmp); 2659 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2661 }
2996 2662
2997 at = find_archetype ("confusion"); 2663 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2665 {
3001 remove_ob (tmp); 2666 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2668 }
3005 2669
3006 cure_disease (op, 0); /* remove any disease */ 2670 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2672 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2673 op->stats.food = 999;
3010 2674
3011 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2677 {
3015 sprintf (buf, "%s's finger", &op->name); 2678 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2679 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2683 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2687 }
3026 2688
3027 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2691 op->contr->braced = 0;
3034 2696
3035 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
3036 2698
3037 if (op->stats.food < 0) 2699 if (op->stats.food < 0)
3038 { 2700 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2702 strcpy (op->contr->killer, "starvation");
3048 } 2703 }
3049 else 2704 else
3050 {
3051 if (op->contr->explore)
3052 {
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name); 2705 sprintf (buf, "%s died.", &op->name);
3059 } 2706
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 2708
3062 /* save the map location for corpse, gravestone */ 2709 /* save the map location for corpse, gravestone */
3063 x = op->x; 2710 x = op->x;
3064 y = op->y; 2711 y = op->y;
3065 map = op->map; 2712 map = op->map;
3066 2713
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat. 2715 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this. 2716 * See the config.h file for a little more in depth detail about this.
3073 */ 2717 */
3074 2718
3075 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2721 * of death.
3078 */ 2722 */
3079#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2724 if (settings.balanced_stat_loss)
3081 { 2725 {
3082 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */ 2728 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2731 little bit harder. */
3088 /* GD */ 2732 /* GD */
3089 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2734 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2735 else
3095 { 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
3096 num_stats_lose = 1; 2739 num_stats_lose = 1;
3097 } 2740
3098 lost_a_stat = 0; 2741 lost_a_stat = 0;
3099 2742
3100 for (z = 0; z < num_stats_lose; z++) 2743 for (z = 0; z < num_stats_lose; z++)
3101 { 2744 {
3102 i = RANDOM () % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
3103 2746
3104 if (settings.stat_loss_on_death) 2747 if (settings.stat_loss_on_death)
3105 { 2748 {
3106 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
3107 * what he lost. 2750 * what he lost.
3108 */ 2751 */
3109 change_attr_value (&(op->stats), i, -1); 2752 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats)); 2753 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1; 2757 lost_a_stat = 1;
2758 }
2759 else
2760 {
2761 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion");
2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2767 {
2768 dep = arch_to_object (deparch);
2769 insert_ob_in_ob (dep, op);
3115 } 2770 }
3116 else 2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
3117 { 2773 {
3118 /* deplete a stat */ 2774 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2775 /* Get the stat that we're about to deplete. */
3120 object *dep; 2776 this_stat = get_attr_value (&(dep->stats), i);
3121 2777 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2778 {
3125 dep = arch_to_object (deparch); 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2780 int keep_chance = this_stat * this_stat;
3127 } 2781
3128 lose_this_stat = 1; 2782 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 2783 if (keep_chance < 1)
2784 keep_chance = 1;
2785
2786 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2788 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2789 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2791 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2792 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2793 else
3170 if (this_stat >= -50)
3171 { 2794 {
3172 change_attr_value (&(dep->stats), i, -1); 2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2800 }
3178 } 2801 }
3179 } 2802 }
2803
2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2814 {
2815 change_attr_value (&(dep->stats), i, -1);
2816 SET_FLAG (dep, FLAG_APPLIED);
2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2818 op->update_stats ();
2819 lost_a_stat = 1;
2820 }
3180 } 2821 }
2822 }
2823 }
3181 /* If no stat lost, tell the player. */ 2824 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2825 if (!lost_a_stat)
3183 { 2826 {
3184 /* determine_god() seems to not work sometimes... why is this? 2827 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2828 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2829 const char *god = determine_god (op);
3187 2830
3188 if (god && (strcmp (god, "none"))) 2831 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2833 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2835 }
2836#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2838#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2839
3196 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2841 * exp loss on the stone.
3198 */ 2842 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2845 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2847 tmp->name_pl = buf;
3204 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2848 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3205 tmp->msg = buf; 2849 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2850 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2852
3209 /**************************************/ 2853 /**************************************/
3210 /* */ 2854 /* */
3211 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
3214 /* */ 2858 /* */
3215
3216 /**************************************/ 2859 /**************************************/
3217 2860
3218 /* remove any poisoning and confusion the character may be suffering. */ 2861 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2862 /* restore player */
3220 at = find_archetype ("poisoning"); 2863 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2864 tmp = present_arch_in_ob (at, op);
2865
3222 if (tmp) 2866 if (tmp)
3223 { 2867 {
3224 remove_ob (tmp); 2868 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2870 }
3228 2871
3229 at = find_archetype ("confusion"); 2872 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2874 if (tmp)
3232 { 2875 {
3233 remove_ob (tmp); 2876 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2878 }
2879
3237 cure_disease (op, 0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
3238 2881
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2883 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2884 if (op->stats.food < 100)
3242 op->stats.food = 900; 2885 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2889
3247 /* 2890 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2891 * Check to see if the player has any unpaid items. If so, remove them
3249 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
3250 * in the map. 2893 */
3251 */
3252
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
3255 2895
3256 /****************************************/ 2896 /****************************************/
3257 /* */ 2897 /* */
3258 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
3260 /* */ 2900 /* */
3261
3262 /****************************************/ 2901 /****************************************/
3263 2902
3264 enter_player_savebed (op); 2903 enter_player_savebed (op);
3265 2904
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2905 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2906
3272 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2910 * on the space that might harm the player.
3276 */ 2911 */
3277 will_kill_again = 0; 2912 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
3282 } 2916
3283 if (will_kill_again) 2917 if (will_kill_again)
3284 { 2918 {
3285 object *force; 2919 object *force;
3286 int at; 2920 int at;
3287 2921
3288 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2924 force->speed = 0.1f;
3291 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2929 force->resist[at] = 100;
3297 } 2930
3298 insert_ob_in_ob (force, op); 2931 insert_ob_in_ob (force, op);
3299 fix_player (op); 2932 op->update_stats ();
3300 2933
3301 } 2934 }
3302 2935
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2937}
3372
3373 2938
3374void 2939void
3375loot_object (object *op) 2940loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
3378 2943
3379 if (op->container) 2944 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2945
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
3385 { 2947 {
3386 next = tmp->below; 2948 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2949
2950 if (tmp->invisible)
3388 continue; 2951 continue;
3389 remove_ob (tmp); 2952
2953 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
3391 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2958
3394 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3396 { 2960 {
3397 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
3398 { 2962 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2964 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2965 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2966 }
3403 else 2967 else
3404 free_object (tmp); 2968 tmp->destroy ();
3405 } 2969 }
3406 else 2970 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2971 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2972 }
3409} 2973}
3411/* 2975/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3413 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3414 * was changed. 2978 * was changed.
3415 */ 2979 */
3416
3417void 2980void
3418fix_weight (void) 2981fix_weight (void)
3419{ 2982{
3420 player *pl; 2983 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2984 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 2986
3426 if (old == sum) 2987 if (old == sum)
3427 continue; 2988 continue;
3428 fix_player (pl->ob); 2989 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 } 2991 }
3431} 2992}
3432 2993
3433void 2994void
3434fix_luck (void) 2995fix_luck (void)
3435{ 2996{
3436 player *pl; 2997 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 2999 pl->ob->change_luck (0);
3441} 3000}
3442
3443 3001
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3447 */ 3005 */
3448
3449void 3006void
3450cast_dust (object *op, object *throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3451{ 3008{
3452 object *skop, *spob; 3009 object *skop, *spob;
3453 3010
3474 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3032 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3033
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3034 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3035
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3036 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3037}
3483 3038
3484void 3039void
3485make_visible (object *op) 3040make_visible (object *op)
3486{ 3041{
3489 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3490 { 3045 {
3491 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3493 } 3048 }
3049
3494 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3495} 3051}
3496 3052
3497int 3053int
3498is_true_undead (object *op) 3054is_true_undead (object *op)
3499{ 3055{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 3057 return 1;
3504 3058
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3059 return 0;
3511} 3060}
3512 3061
3513/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3570 3119
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3121
3573 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on) 3123 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3124 if (!skop || num >= skop->level)
3577 { 3125 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op); 3127 make_visible (op);
3580 return; 3128 return;
3581 } 3129 }
3582 else 3130 else
3583 num += 20; 3131 num += 20;
3584 } 3132
3585 num += op->map->difficulty; 3133 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3135 num -= hide;
3136
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3138 {
3590 make_visible (op); 3139 make_visible (op);
3591 if (op->type == PLAYER) 3140 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 } 3142 }
3594 else if (op->type == PLAYER && skop) 3143 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598} 3145}
3599 3146
3600/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3601 3148
3602int 3149int
3603stand_near_hostile (object *who) 3150stand_near_hostile (object *who)
3604{ 3151{
3605 object *tmp = NULL; 3152 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3153 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3154 maptile *m;
3608 sint16 x, y; 3155 sint16 x, y;
3609 3156
3610 if (!who) 3157 if (!who)
3611 return 0; 3158 return 0;
3612 3159
3629 if (mflags & P_OUT_OF_MAP) 3176 if (mflags & P_OUT_OF_MAP)
3630 continue; 3177 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3179 continue;
3633 3180
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3182 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3184 return 1;
3638 else if (tmp->type == PLAYER) 3185 else if (tmp->type == PLAYER)
3639 { 3186 {
3669 if (pl->type != PLAYER) 3216 if (pl->type != PLAYER)
3670 { 3217 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3219 return -1;
3673 } 3220 }
3221
3674 if (!pl || !op) 3222 if (!pl || !op)
3675 return 0; 3223 return 0;
3676 3224
3677 if (op->head)
3678 {
3679 op = op->head; 3225 op = op->head_ ();
3680 } 3226
3681 get_rangevector (pl, op, &rv, 0x1); 3227 get_rangevector (pl, op, &rv, 0x1);
3682 3228
3683 /* starting with the 'head' part, lets loop 3229 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3230 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3231 * part that is in the los array but isnt on
3693 3239
3694 /* only the viewable area the player sees is updated by LOS 3240 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3241 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3242 * for any meaningful values.
3697 */ 3243 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3247 return 1;
3702 op = op->more; 3248 op = op->more;
3703 } 3249 }
3704 return 0; 3250 return 0;
3705} 3251}
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3349 int i = 0, j = 0;
3804 3350
3805 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3808 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3810 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3812 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3814 3360
3815 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3816 return; 3362 return;
3817 3363
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3365
3820 if (tr == NULL || tr->item == NULL) 3366 if (!tr || !tr->item)
3821 { 3367 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3369 return;
3824 } 3370 }
3825 3371
3891 { 3437 {
3892 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3439 object *skin;
3894 3440
3895 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3444 ;
3445
3897 if (skin == NULL) 3446 if (!skin)
3898 return; 3447 return;
3899 3448
3900 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3451 {
3947 * not readied. 3496 * not readied.
3948 */ 3497 */
3949void 3498void
3950player_unready_range_ob (player *pl, object *ob) 3499player_unready_range_ob (player *pl, object *ob)
3951{ 3500{
3952 rangetype i; 3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3953 3503
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3504 if (pl->combat_ob == ob)
3955 { 3505 pl->combat_ob = 0;
3506
3956 if (pl->ranges[i] == ob) 3507 if (pl->ranged_ob == ob)
3957 { 3508 pl->ranged_ob = 0;
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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